Super Mario 64 #14 Bowser took Princess Peach
Tips, Tricks, Cheats, and Walkthrough
Super Mario 64 #14
- Developer: Nintendo
- Publisher: Nintendo
- Game Rating: E Everyone
- Release Date:September 29, 1996
- $10 from a local kid • December 1, 2001
- Players: 1
- Miscellaneous Attributes: Battery Backed RAM, Rumble Pak
- Story
- Gameplay
- Controls
- Characters
- » Courses «
- PLAYERS GUIDE PDF
Story
“Please come to the castle. I've baked a cake for you.”
At the invitation of Princess Peach, Mario, accompanied by party crashers Luigi and Wario, enter the Mushroom Castle. but when he arrives Peach is nowhere to be seen. He soon learns from Toad that Bowser has once again kidnapped her. The Koopa King has also put a spell on her castle, imprisoning her subjects. So it is up to Mario to break the spell and rescue Peach.
Super Mario 64 is the first Mario game done entirely with 3D graphics. The core gameplay is similar to previous platform installments, focusing on jumping, avoiding obstacles and defeating enemies. Levels can be explored without time limits. Stars must be collected in order to unlock new areas, eventually gaining access to various parts of Bowser's castle. Defeating Bowser on each floor procures keys necessary to unlock big doors and enter other floors, which contain more areas.
Mario has more moves at his disposal in this installment. Besides running and jumping, he can now walk, crouch, crawl, climb, and punch enemies. Double and triple jumps, long jumps, wall jumps and backflips can be executed as well. Swimming underwater now depletes Mario's oxygen level. Items must be picked up and carried in some instances in order to solve puzzles.
Power-ups include the Wing Cap, which allows Mario to fly; the Metal Cap, which protects him from damage (including environmental hazards such as poisonous gas); and the Vanish Cap, which makes Mario ethereal, allowing him to walk through certain obstacles (such as wire mesh). Mario can also enter cannons and be shot from them; combining this with the flying ability grants access to high areas.
Setting
Super Mario 64 takes place within the walls of the Mushroom Castle in the Mushroom Kingdom. It is the first Super Mario game to explicitly include the Mushroom Kingdom as a location since Super Mario Bros. 3. The game's levels, called "courses," are not naturally occurring places but were created by Bowser using the Power Stars he stole from Princess Peach. Most of them are accessed through paintings that hang in the castle's walls, but some are more cryptically hidden or require the player to accomplish a task in the castle before becoming accessible. Some paratextual material and subsequent titles present the courses introduced in this game as visitable places outside the paintings.
Generally, a course is a sprawling location with interactive environmental elements and several levels of elevation. Courses often have subareas and collectibles obscured in the landscape that passively encourage the player to rotate the camera and explore. Most courses feature prominent landmarks, such as the mountain on the Bob-omb Battlefield and the volcano in Lethal Lava Land, that provide the player with a consistent point of reference that mitigates their chance of getting lost.
Like its more immediate predecessors, courses are themed after real-life ecosystems (i.e., deserts, mountains, seas) and more fantastical settings (i.e., haunted houses, clocktowers, rainbow roads in the sky). The theme informs the types of objects that can be interacted with in the level, the types of enemies that can be encountered, and the non-playable characters that can be spoken to. For example, cactus enemies, a condor, and quicksand are in the desert-themed Shifting Sand Land. Penguins, slippery ice, and deep snow appear on Cool, Cool Mountain and Snowman's Land. Most courses contain switches and strikable objects that modify elements of the course, such as the Crystal Taps in Wet-Dry World.
Unlike the levels of prior two-dimensional entries, the courses in this game are open-ended and largely do not funnel the player towards one goal. This was an intentional departure from the level design principals of prior games because the development team did not believe they could be replicated for a fun experience in a three-dimensional environment. Director and series creator Shigeru Miyamoto wanted Super Mario 64 to be a game where players "create their own vision," a decision partially influenced by the technical difficulty of making a precise jump in a 3D environment. This mindset manifested in levels where players were largely free to interact with the world in ways they wanted to, with larger platforms and sprawling spaces that encouraged exploration rather than carry out precise actions to reach a goal.
The courses themselves were created using hakoniwa or "box garden" design principals. A hakoniwa is a intricately-arranged miniature garden within an enclosed space, with layers of depth and detail that become apparent to an onlooker when carefully examined. Applying these principals allowed the development team to create complex levels that surprise players, another important tenet during development. In the West, where creating miniature gardens is not as culturally prevalent, these types of levels are most often likened to sandboxes.
The above text is from the Super Mario Wiki and is available under a Creative Commons license. Attribution must be provided through a list of authors or a link back to the original article. Source: https://www.mariowiki.com/Super_Mario_64
Course Designs
Most of the courses are accessed through paintings inside the Mushroom Castle, the hub world of the game. The surface of a painting ripples like water when near, and Mario is brought to the course it represents by physically jumping through it. Accessing levels in this manner is a departure from the overworld system in previous platform games (see below). However, the castle is divided into several sections that are analogous to the world structure of proceeding games, where multiple levels are available to the player on a single section and the player must complete a boss-dedicated course in order to gain access to the next one. As Mario advances through the castle, he encounters some courses that are accessed through portals other than paintings, such as Shifting Sand Land, which is accessed through what looks like a brick wall at a dead end in the basement, and Tick Tock Clock, which is entered through a clock face. The locations of courses on subsequent floors are generally more complex and are puzzles in themselves, such as the painting for Snowman's Land that is viewable only through a mirror.
Rather than present a unilateral scenario that leads to a single spatially-fixed goal, most courses in the game host multiple objectives called "missions" that each have a goal in a different location from each other. For most courses, entering a painting (or equivalency) brings the player to a mission-selection screen, where selecting one sends Mario to the course within the confines of the mission's specific scenario and its unique goal. In nearly all courses, this goal is a Power Star, a collectible token resembling the Super Star of prior entries. Touching one completes the level and returns Mario to the castle. The number of Power Stars collected is tracked by the game and communicated to the player on the user interface in the upper right corner of the screen. Accumulating Power Stars is how new courses become accessible to the player. On the first floor, some ★ doors that seal away certain paintings open only after Mario has collected a specified number of Stars. Mario can access a new floor only after clearing the current one's Bowser course, itself becoming accessible only after a specified number of Power Stars has been obtained. However, there are 120 obtainable Power Stars in a game that requires only 70 to access the final level. The player has some discretion on how many or which ones are obtained to finish the game, as well as the order.
In most courses, one mission correlates with one Power Star, and its name on the mission-selection screen hints at the Star's location in the course. However, some Power Stars can be encountered outside their dedicated missions and collected. Some mission-dedicated Power Stars become available to the player only once they have cleared specific missions (e.g., Footrace with Koopa the Quick becomes available only after Big Bob-omb on the Summit has been completed) or accomplish tasks outside the paintings (e.g., striking the Cap Switch in the Cavern of the Metal Cap makes the titular power-up accessible in Through the Jet Stream, in which it is not optional). Certain actions completed within a course permanently change elements within it regardless of the mission subsequently played. Recurring examples are the cannons found in most courses, which Mario can enter and launch from to reach distant areas. A cannon becomes useable in a course after Mario has spoken to a Bob-omb Buddy, a friendly non-playable character that controls the cannon, and it remains accessible for all subsequent revisits.
Like inSuper Mario World 2: Yoshi's Island and a departure from previous Super Mario games, there is no time limit in effect within courses, but there are a few cases where there is one. For example, Blue Coins appear for only a brief period of time once a Blue Coin Block is struck, and Mario must outrun Koopa the Quick in order to earn a Power Star. All power-ups in this game change Mario's form for a limited time, and one cannot be brought outside a course even if he completes it while still under its effect—another similarity to Yoshi's Island.
There are two different types of courses in Super Mario 64.
- Main courses contain six dedicated missions and an unlisted 100-coin mission. Some of the dedicated missions build off each other environmentally or narratively. (This means the events that transpire in the completion of one mission are reflected in the events of the subsequent mission.) However, some Power Stars can be encountered before the mission-dedicated one and can be collected, resulting in some instances where the Stars are obtained out of the intended "order." These courses are the most intricate levels in the game. Most include objects that can enable quick traversal between areas, such as cannons and Warp Points. Some courses include accessible subareas, such as the volcano in Lethal Lava Land and the pyramid in Shifting Sand Land. There are 15 main courses in the game, and they are the only levels explicitly numbered and listed on the pause menu.
- Mini courses are smaller and structured more like traditional obstacle courses that emphasize precise platforming. They lack dedicated missions to select, and most contain only one Power Star. Power Stars obtained in mini courses are counted together as "Secret Stars" on the pause menu. Mini courses can further be classified into three subtypes.
- Bowser courses lead to an arena where Mario must defeat Bowser. Each Bowser course features a Power Star obtained by collecting eight Red Coins, but this does not complete the level. In the first two courses, defeating Bowser awards Mario a Big Key, a different kind of token that completes the level when touched. The Big Key is used to permanently unlock the Key Door to another floor in the castle. In Bowser in the Sky, the final course, defeating Bowser releases the Jumbo Star. Collecting it does not contribute to the player's Power Star total, instead freeing Princess Peach. There are three Bowser courses in the whole game, one for each floor.
- Secret courses are cryptically hidden in the castle. All secret courses have at least one Power Star to collect, with the sole exception being The Princess's Secret Slide, which has two. None of these courses are accessed through paintings, and they often require the player to investigate a space within the castle to find. There are three in the game.
- "Switch courses" are where Mario is under the effect of a power-up immediately upon entering a course and is needed to reach a Cap Switch. When one is ground-pounded, it causes the power-up to permanently become accessible within the main courses. They are analogous to the Switch Palaces in Super Mario World, though unlike in them, striking the switch does not make Mario exit the course. These are the only courses in the game where Mario can fall down a pit without losing a life; he is instead brought back to the castle.
- There are eight courses on each floor. At least four of them are main courses, and two are mini courses. One of the mini courses is always a Bowser course. Including the Mushroom Castle, there are 25 courses in the game. The chart below lists all of them. Each one is provided with a screenshot, a brief description, and a list of its missions. The order that the courses and missions are listed follows their organization in the Super Mario 64 Player's Guide. Only the names of the missions in main courses are provided in-game. When available, the missions that lack in-game names, such as the 100-coin missions, are also derived from the Super Mario 64 Player's Guide. Where no such name exists, the mission assumes the name of its course.
The above text is from the Super Mario Wiki and is available under a Creative Commons license. Attribution must be provided through a list of authors or a link back to the original article. Source: https://www.mariowiki.com/Super_Mario_64
Courses
- 1. Bob-omb Battlefield
- 2. Whomp’s Fortress
- 3. Jolly Roger Bay
- 4. Cool, Cool Mountain
- 5. Big Boo's Haunt
- 6. Hazy Maze Cave
- 7. Lethal Lava Land
- 8. Shifting Sand Land
- 9. Dire Dire Docks
- 10. Snowman's Land
- 11. Wet Dry World
- 12. Tall, Tall Mountains
- 13. Tiny Huge Island
- 14. Tick Tock Clock
- 15. Rainbow Ride
- 16. Peach's Castle Secret Stars
- 1. The Princess's Secret Slide
- 2. The Princess’s Secret Slide Revisited
- 3. The Secret Aquarium
- 4. Bowser in the Dark World 8 Red Coins
- 5. Tower of the Wing Cap 8 Red Coins
- 6. Cavern of the Metal Cap 8 Red Coins
- 7. Vanish Cap Under the Moat 8 Red Coins
- 8. Toad’s First Power Star
- 9. Bowser in the Fire Sea 8 Red Coins
- 10. Toad’s Second Power Star
- 11. Mip’s First Power Star
- 12. Toad’s Third Power Star
- 13. Wing Mario Over the Rainbows
- 14. Mip’s Second Power Star
- 15. Bowser in the Sky 8 Red Coins
Gameplay
The aim of the game is to collect enough Power Stars to progress to new, previously inaccessible areas of the castle. The primary goal is to collect enough to reach the final battle and save Princess Peach from Bowser. Each level, or "course", holds six stars, plus one for collecting one hundred coins, which are obtained by completing a certain mission. The only clue to what this may be is in the star's title, which is often cryptic. Aspects of each course vary with each star; beyond this, the player is given free rein in exploring each world.
Super Mario 64 introduced several abilities to the series, allowing Mario to crawl, Ground Pound, punch and kick, backflip, sideflip, wall-kick, long-jump, and slide, amongst others. These moves give the player greater freedom than in past games as regards ways that Mario can be controlled, introducing the idea of there being a number of alternative routes to arrive at any one place. These are additionally used to perform actions such as pressing down switches as well as harming enemies or reaching high or distant places. The game's use of the Nintendo 64 controller's Analog stick is another first for the Mario series and allows the player to move Mario at different speeds by controlling the stick. This allows Mario to walk slowly, which, as opposed to running, does not awaken sleeping enemies.
Caps are another aspect introduced to the gameplay in Super Mario 64, giving Mario the ability to fly, walk underwater or walk through certain barriers. They are turned on in short bursts and made available when activated with the switch associated with each one.
Controls
Basic Controls
Move & Run
Walk quietly (lightly pressed)
Jump, talk to NPCs, check signs, pick up objects
Jump, swim, climb (hold while hanging, then move around)
Crouch
Move camera behind you
Switch camera
Zoom in
Zoom out
Rotate camera left
Rotate camera right
Pause the game
-> Backflip
-> Long jump (while running)
-> Spin kick
-> Slide (while running)
-> Jump kick
-> Jumping dive (while running)
-> Butt stomp
-> Crawl
-> > Cartwheel jump (one direction, opposite direction, A button)
-> Double jump
-> Wall kick (when jumping against wall)
-> -> Triple jump (while running)
Characters
Mario
The legendary plumber from countless titles in the past is back yet again. This time around, he's the one needing rescuing early on! He comes with all the usual moves from SM64, such as the triple jump and combo attack. He did lose some abilities though because of his friends helping out, but he also gains new ones as well. Overall, Mario is your well-balanced character here who can perform most tasks well; check out the other characters if you need someone whose specialization can do the job better.
- Power: 2/3
- Speed: 2/3
- Jump: 2/3
Mario-Only Moves
Wall kick (jump towards a wall; upon contact, hit B)
Power Flower Ability
Balloon Mario: You will become overinflated, and begin to float in the air. Use the B button to ascend and move around with the D-pad.
Luigi
For years, the younger sibling of Mario was often overlooked and never given the respect he deserves as a game character. Finally, Luigi has a starring role (sort of) in Super Mario 64 DS. He is by far the best jumper of the four, and moves the fastest on land/in water, which greatly helps in many situations. Additionally, Luigi's copter ability simplifies several areas, which may cause diehard players to consider him overpowered. Regardless, Luigi is probably the top choice of the four heroes, and he deserves credit.
- Power: 1/3
- Speed: 2/3
- Jump: 3/3
Luigi-Only Moves
Flutter Jump: In the air after jumping, hold B
Copter Flying: Perform a backward somersault, and Luigi will copter spin in the air, much like a helicopter
Water Walking: Hold Y and run onto the water surface to run across the top for a limited time
Power Flower Ability
Invisibility: Luigi will be able to walk through many objects, such as grated cages and most enemies.
Princess Peach
Light
This princess of the Mushroom Kingdom reappeared in another Mario Kart game ever since Super Mario Kart. She has high top speed and acceleration, explaining her lightweight. Her debut was Super Mario Bros. in 1985. Her kart is powered by what appear to be high-revving, single-cylinder two stroke. Despite it is smaller than the Mario Brothers, it has surprisingly high torque and power which make it faster than the two.
- Kart Color: Pink
- Time to get to 30 kmph: 1.10 seconds
- Time to get to 50 kmph: 2.00 seconds
- Top Speed: 68 kmph
- Time to get to Top Speed: 3.80 seconds
Peach is very useful because she has a top speed of 68, same as Mario and Luigi and she has better acceleration. Her only flaw is that by going fast and having little weight she can get smashed much easier. This still does not stop her from being one of the best karts.
Toad
Light
Toad is one of the racers in this game and is considered one of the best racers along with Yoshi. He has top stats on acceleration and top speed, explaining his lightweight. His debut was the same as Peach's. His debut was Super Mario Bros. in 1985. Toad is unique that his kart is powered by a distinctive engine; a smooth-sounding, twin-cylinder four stroke that offers fairly powerful horsepower and torque.
Toad is has been normally thought of as just a villager. He never really gained a role of importance until Mario Kart 64 came out. he is the 2nd most popular and from getting popular in this game he is become a star in even more games, for instance being the host in Mario Party 1, 2, 3, and a board leader in Mario Party 4! Toad is a short stout little guy with his distinguishing mark being a huge mushroom on his head. This character is one of the most threatening despite his size. He also has his own level, Toad's Turnpike, a long level with lots of traffic.
- Kart Color: Blue
- Time to get to 30 kmph: 0.80 seconds
- Time to get to 50 kmph: 2.20 seconds
- Top Speed: 66 kmph
- Time to get to Top Speed: 3.80 seconds
Toad is definitely a speedy little guy. He has the fastest 30 kmph time and 2nd fastest 50 kmph time. He also has a disadvantage with being light and quick but less so than Peach because Toad can get back on his feet much quicker because of high acceleration. Just do not use him for Battle Mode!
Yoshi
Light
The loyal friend of Mario and Luigi has decided to hit the roads with his incredible racing skills as he is one of the best racers. He has high acceleration and top speed, explaining his lightweight. His debut was in Super Mario World in 1991. He shares the same engine as Peach's.
- Kart Color: Light Green
- Time to get to 30 kmph: 1.00 seconds
- Time to get to 50 kmph: 2.40 seconds
- Top Speed: 66 kmph
- Time to get to Top Speed: 3.20 seconds
Yoshi is second in acceleration only to Toad but Yoshi gets to his high speed the fastest out of anyone. He also has the largest percent of the vote. Also his weight is an ok score for a light-weight because his high acceleration lets him comeback from falls easily.
Courses
- 1. Bob-omb Battlefield
- 2. Whomp’s Fortress
- 3. Jolly Roger Bay
- 4. Cool, Cool Mountain
- 5. Big Boo's Haunt
- 6. Hazy Maze Cave
- 7. Lethal Lava Land
- 8. Shifting Sand Land
- 9. Dire Dire Docks
- 10. Snowman's Land
- 11. Wet Dry World
- 12. Tall, Tall Mountains
- 13. Tiny Huge Island
- 14. Tick Tock Clock
- 15. Rainbow Ride
- 16. Peach's Castle Secret Stars
- 1. The Princess's Secret Slide
- 2. The Princess’s Secret Slide Revisited
- 3. The Secret Aquarium
- 4. Bowser in the Dark World 8 Red Coins
- 5. Tower of the Wing Cap 8 Red Coins
- 6. Cavern of the Metal Cap 8 Red Coins
- 7. Vanish Cap Under the Moat 8 Red Coins
- 8. Toad’s First Power Star
- 9. Bowser in the Fire Sea 8 Red Coins
- 10. Toad’s Second Power Star
- 11. Mip’s First Power Star
- 12. Toad’s Third Power Star
- 13. Wing Mario Over the Rainbows
- 14. Mip’s Second Power Star
- 15. Bowser in the Sky 8 Red Coins