Template:Short description Template:About Template:Featured article Template:Pp-semi-indef Template:Use American English Template:Use mdy dates Template:Main other{{#invoke:infobox|infoboxTemplate | child = | subbox = | bodyclass = ib-video-game hproduct {{#ifeq:|yes|collapsible {{#if:|{{{state}}}|autocollapse}}}} | templatestyles = Infobox video game/styles.css | aboveclass = fn | italic title =

| above = {{#if:{{#invoke:WikidataIB|label}}|{{#invoke:WikidataIB|label}}|Template:PAGENAMEBASE}}

| image = {{#invoke:InfoboxImage|InfoboxImage|image={{#invoke:WikidataIB |getValue|rank=best|P18 |name=image |qid= |suppressfields= |fetchwikidata=ALL |onlysourced=no |noicon=yes|Super Mario 64 box cover.jpg}}|size=|sizedefault=frameless|upright=1|alt=Artwork of a horizontal rectangular box. Mario flies with his Wing Cap power-up in front of a blue backdrop with clouds, a Goomba, and Princess Peach's Castle in the distance. The bottom portion reads "Super Mario 64" in red, blue, yellow, and green block letters.|border=|suppressplaceholder=yes}}

| caption = {{#if:Super Mario 64 box cover.jpg|North American cover art|North American cover art}}

| label2 = Developer(s) | data2 = Nintendo EAD

| label3 = Publisher(s) | data3 = Nintendo

| label4 = Director(s) | data4 = Shigeru MiyamotoTemplate:Sfn

| label5 = Producer(s) | data5 = Shigeru MiyamotoTemplate:Sfn

| label6 = Designer(s) | data6 = Template:Plainlist

| label7 = Programmer(s) | data7 = Template:Plainlist

| label8 = Artist(s) | data8 = Template:Plainlist

| label9 = Writer(s) | data9 = Leslie SwanTemplate:Sfn

| label10 = Composer(s) | data10 = Koji KondoTemplate:Sfn

| label11 = Series | data11 = Super Mario

| label12 = Engine | data12 = Template:If first display both

| label13 = Platform(s) | data13 = Template:Hlist

| label14 = Release | data14 = Nintendo 64Template:Video game releaseiQue PlayerTemplate:Vgrelease<ref name="iquereleasedate">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="iquegame">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

| label15 = Genre(s) | data15 = Platform, action-adventure

| label16 = Mode(s) | data16 = Single-player

| label17 = Arcade system | data17 = Template:If first display both

| data30 =

| below = Template:EditOnWikidata

}}Template:Main other{{#invoke:Check for unknown parameters|check|unknown=Template:Main other|ignoreblank=1|preview=Page using Template:Infobox video game with unknown parameter "_VALUE_"| alt | arcade system | artist | caption | border | child | collapsible | commons | composer | designer | developer | director | embedded | engine | fetchwikidata | genre | image | image_size | image_upright | italic title | modes | noicon | onlysourced | platform | platforms | producer | programmer | publisher | qid | refs | release | released | series | state | subbox | suppressfields | title | writer }}Template:Main other{{#if:Super Mario 64 box cover.jpg|}}

Super Mario 64 is a platform game developed and published by Nintendo for the Nintendo 64. It was released in Japan and North America in 1996 and PAL regions in 1997. It is the first Super Mario game to feature 3D gameplay, combining traditional Super Mario gameplay, visual style, and characters in a large open world. In the game, Bowser invades Princess Peach's castle, kidnaps her and hides the castle's sources of protection, the Power Stars, in many different worlds inside magical paintings. As Mario, the player traverses levels and collects Power Stars to unlock areas of Princess Peach's castle, in order to reach Bowser and rescue Princess Peach.

Director Shigeru Miyamoto conceived a 3D Super Mario game during the production of Star Fox (1993). Development lasted nearly three years: about one year on design and twenty months on production, starting with designing the virtual camera system. The team continued with illustrating the 3D character models—at the time a relatively unattempted task—and refining sprite movements. The sound effects were recorded by Yoji Inagaki and the score was composed by Koji Kondo.

Super Mario 64 was highly anticipated by video game journalists and audiences, boosted by advertising campaigns and showings at the 1996Template:NbspE3 trade show. It received critical acclaim, with reviewers praising its ambition, visuals, level design, and gameplay, though some criticized its virtual camera system. It is the best-selling Nintendo 64 game, with nearly twelveTemplate:Nbspmillion copies sold by 2015.

Retrospectively, Super Mario 64 has been considered one of the greatest video games of all time. Numerous developers have cited it as an influence on 3D platform games, with its dynamic camera system and 360-degree analog control establishing a new archetype for the genre, much as Super Mario Bros. did for side-scrolling platform games. It was remade as Super Mario 64 DS for the Nintendo DS in 2004, and has been ported to other Nintendo consoles since. The game has attracted a cult following, spawning many fangames and mods, a large speedrunning presence, and enduring rumors surrounding game features. Template:TOC limit

GameplayEdit

ControlsEdit

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

Super Mario 64 is a 3D platformer in which the player controls the titular character Mario through various courses. Mario's abilities are far more diverse than in previous games.<ref>Template:Cite magazine</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> He can walk, run, jump, crouch, crawl, climb, swim, kick, grab objects, and punch using the game controller's analog stick and buttons. He can execute special jumps by combining a regular jump with other actions, including the double and triple jumps, long jump, backflip, and wall jump. The player can adjust the camera—operated by a Lakitu broadcasting Mario—and toggle between first-person and third-person view.Template:Sfn

Health, lives, and power-upsEdit

Unlike many of its predecessors, Super Mario 64 uses a health point system, represented by a pie shape consisting of eight segments.Template:Sfn If Mario has taken damage, he can replenish his health either by collecting three types of coins—yellow, which replenishes one segment; red, equal to two yellow coins and which replenishes two segments; and blue, equal to five yellow coins and which replenishes five segments, by walking through a spinning heart or by jumping into water.Template:Sfn Underwater, Mario's health instead represents how long he can hold his breath, slowly diminishing while underwater and replenishing when he surfaces.Template:Sfn Finishing a course grants Mario an extra life for every 50 yellow coins the player collected,Template:Sfn and extra life mushrooms are hidden in various places such as trees and poles - they may either chase Mario through the air or fall to the ground and disappear shortly if not collected.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

In absence of the power-ups normally found in previous games, such as the Super Mushroom and Fire Flower, three colors of translucent blocks—red, green, and blue—appear throughout many stages. Three switches of the same colors, found in three secret areas located in either stages or the castle itself,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> turn their corresponding blocks solid and permanently allow Mario to obtain three types of special cap power-ups throughout all of the stages. The Wing Cap allows Mario to fly after doing a triple jump or being shot from a cannon;<ref>Template:Cite magazine</ref> the Metal Cap makes him immune to enemies, fire, noxious gases, allows him to withstand wind and water currents, perform on-land moves underwater, and have unlimited air capacity underwater; and the Vanish Cap renders him partially immaterial and invulnerable, and allows him to walk through some obstacles.Template:SfnTemplate:Sfn Another implicit powerup is the shell remains after stomping a Koopa Troopa, which Mario can use to run over enemies, and surf on water, lava, and quicksand.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Setting and objectiveEdit

The hub world takes place in Princess Peach's Castle, which consists of three floors consisting of the castle's lobby, the main tower, and a basement, plus a moat and a courtyard outside the castle.Template:Sfn The player's main objective is to look for paintings that, when jumped into, bring them into courses containing Power Stars, which upon their collection unlock more of the castle hub world.<ref>Template:Cite magazine</ref> Each of the fifteen courses has seven Power Stars (six from named missions and one gained by collecting 100 coins in the level), and an additional fifteen are hidden as secrets and as bonuses, for a total of 120 Power Stars in the game.Template:Sfn

The courses are filled with enemies as well as friendly creatures that provide assistance or ask favors, such as Bob-omb Buddies, who will allow Mario to access cannons on request.Template:Sfn Some Power Stars only appear after completing certain tasks, often hinted at by the name of the course. These challenges include collecting one hundred yellow coins or eight red coins on a stage, defeating a boss, racing an opponent, and solving puzzles.Template:Sfn The final level of the game is blocked by "endless stairs" similar to the Penrose stairs concept, but Mario can bypass them by collecting seventy Power Stars.<ref name="vgref1">Template:Cite video game</ref> The music in the endless stairs before collecting seventy Power Stars resembles a Shepard scale. There are many hidden mini-courses and other secrets within the castle, which may contain extra Power Stars required for the full completion of the game.<ref name="DougPerryIGN">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> If the player returns to the game after collecting all 120 Power Stars, Yoshi can be found on the roof of Princess Peach's Castle, who will give the player a message from the developers, accompanied by one hundred extra lives and an improved triple jump.Template:Sfn<ref>Template:Cite video game</ref>

PlotEdit

Princess Peach uses a letter to invite Mario to come to her castle for a cake she has baked for him.Template:Sfn When he arrives, Mario discovers that Bowser has invaded the castle and imprisoned the princess and her servants within its walls using the power of the castle's 120 Power Stars. The Power Stars are hidden in the castle's paintings, which serve as portals to other worlds where Bowser's minions keep watch over the Stars. Mario explores the castle and enters these worlds, gaining access to more rooms as he recovers more Stars.Template:Sfn Mario unlocks three doors to different floors of the castle with keys obtained by defeating Bowser in hidden worlds.Template:Sfn After getting at least 70 of the 120 Stars, Mario breaks the curse of the endless stairs that block the entrance to Bowser's final hiding place.<ref name="vgref1" /> After Mario defeats Bowser in the final battle, and Bowser escapes, swearing revenge, he obtains a special Power Star which gives him the Wing Cap, and he flies back to the castle's courtyard. Peach is released from the stained-glass window above the castle's entrance, and she rewards Mario by kissing him on the nose and baking the cake that she had promised him.<ref>Template:Cite video game</ref>

Once Mario earns all 120 stars, he is able to access the roof of the castle via a cannon on the castle grounds, where Yoshi awaits him. Yoshi congratulates Mario on securing all 120 stars and grants him 99 extra lives in order to continue playing the game.

DevelopmentEdit

Template:Multiple image

In the early 1990s, Super Mario creator Shigeru Miyamoto conceived a 3D Mario design while developing the game Star Fox (1993) for the Super Nintendo Entertainment System. Star Fox used the Super FX graphics chip, which added more processing power; Miyamoto considered using the chip to develop a Super NES game, Super Mario FX, with gameplay based on "an entire world in miniature, like miniature trains".<ref name="NP 80">Template:Cite interview</ref> According to engineer Dylan Cuthbert, who worked on Star Fox, Super Mario FX was never the title of a game, but was the codename of the Super FX chip itself.<ref>Template:Cite twitter</ref> Miyamoto reformulated the idea for the Nintendo 64, not for its greater power, but because its controller has more buttons for gameplay.<ref name="IGN100-2007">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> At the JanuaryTemplate:Nbsp1993 Consumer Electronics Show (CES), where Star Fox made its debut, Nintendo's booth demonstrated a talking 3D polygon animation of Mario's head;<ref>Template:Cite episode</ref> it returned in the start screen, programmed by Giles Goddard.<ref name="goddard-interview" />

Production of Super Mario 64 began on September 7, 1994, at Nintendo's Entertainment Analysis & Development division, and concluded on May 20, 1996.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> According to Miyamoto, the development team consisted of around fifteen to twenty people.<ref>Template:Cite magazine</ref> Development began with the characters and the camera system; months were spent selecting a view and layout.<ref name="goddard-interview">Template:Cite magazine</ref> The original concept involved the fixed path of an isometric game such as Super Mario RPG, which moved to a free-roaming 3D design,<ref name="goddard-interview" /> with some linear paths, particularly to coerce the player into Bowser's lair, according to Giles Goddard.<ref name="goddard-interview" />

Template:Quote box

Super Mario 64 is one of the first games for which Nintendo produced its illustrations internally instead of by outsourcing.<ref name="yusuke">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The graphics were made using N-World, a Silicon Graphics (SGI)-based toolkit.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The development team prioritized Mario's movement and, before levels were created, tested and refined Mario's animations on a simple grid.<ref name="goddard-interview" /> The 3D illustrations were created by Shigefumi Hino, Hisashi Nogami, Hideki Fujii, Tomoaki Kuroume, and Yusuke Nakano, and the game was animated by co-director Yoshiaki Koizumi and Satoru Takiwaza.Template:Sfn Yōichi Kotabe, illustrator and character designer for the Mario series, made a 3D drawing of Mario from various angles and directed the creation of the character models.<ref name="kotabe">Template:Cite magazine</ref> In an interview with The Washington Post, Yoshiaki Koizumi recalled that his challenge was animating the 3D models without any precedents.<ref name="waPoInterview" /> To assist players with depth perception, the team positioned a faux shadow directly beneath each object regardless of the area's lighting. Yoshiaki Koizumi described the feature as an "iron-clad necessity" which "might not be realistic, but it's much easier to play".<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Miyamoto's guiding design philosophy was to include more details than earlier games by using the Nintendo 64's power to feature "all the emotions of the characters". He likened the game's style to a 3D interactive cartoon.<ref>Template:Cite magazine</ref> Mario was made highly expressive to "create the feeling of controlling something that's really alive", which Miyamoto was inspired to do after letting his pet hamster loose in his room.<ref name="El Paso Times"/> Some details were inspired by the developers' personal lives; for example, the Boos are based on assistant director Takashi Tezuka's wife, who, as Miyamoto explained, "is very quiet normally, but one day she exploded, maddened by all the time Tezuka spent at work".<ref name="NP 80" />

Super Mario 64 was first run on an SGI Onyx emulator, which only emulated the console's application programming interface and not its hardware.<ref name="goddard-interview" /> The first test scenario for controls and physics involved Mario interacting with a golden rabbit, named "MIPS" after the Nintendo 64's MIPS architecture processors; the rabbit was included in the final game as a Power Star holder.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Super Mario 64 features more puzzles than earlier Mario games. It was developed simultaneously with The Legend of Zelda: Ocarina of Time but, as Ocarina of Time was released more than two years later, some puzzles were taken for Super Mario 64.<ref name="miyamotoSpeaks">Template:Cite magazine</ref> The developers tried to include a multiplayer cooperative mode, whereby players would control Mario and his brother Luigi in split-screen. Nevertheless, hardware constraints and the developers' inability to implement the mode satisfactorily led to its removal.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

The music was composed by veteran composer Koji Kondo, who created new interpretations of the familiar melodies from earlier media as well as new material.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="audiointerview" /> Yoji Inagaki was responsible for the sound design, tasked with producing hundreds of sound effects. He and Kondo felt that music and sound effects were equally important.<ref name="audiointerview" /> According to Inagaki, the average Nintendo 64 game had about 500 sound effects, and made comparisons to Ocarina of Time, with 1,200, and The Legend of Zelda: Majora's Mask, with 2,000.<ref name="audiointerview">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Super Mario 64 is one of the first games to feature Charles Martinet as the voice of Mario, and Leslie Swan—then senior editor of Nintendo Power and English localizer for Super Mario 64—as the voice of Princess Peach.<ref name="miyamotoSpeaks" />

ReleaseEdit

Super Mario 64 was first shown as a playable prototype in NovemberTemplate:Nbsp1995 at Nintendo Space World. This version was only fifty percent complete, and only about two percent of texture mapping was finished.<ref name="NP 80" /><ref name="GameProShoshinkai">Template:Cite magazine</ref><ref name="EGMUltra64">Template:Cite magazine</ref> It featured thirty-two courses. Miyamoto had hoped to create more, possibly up to forty,<ref name="NP 80" /> but was ultimately reduced to fifteen.<ref name="DougPerryIGN" /> According to Nintendo of America chairman Howard Lincoln, Miyamoto's desire to add more was a major factor in the decision to delay the Nintendo 64 release from ChristmasTemplate:Nbsp1995 to Summer 1996.<ref>Template:Cite magazine</ref> Nintendo president Hiroshi Yamauchi later said: "Game creators can finish games quickly if they compromise. But users have sharp eyes. They soon know if the games are compromised. [Miyamoto] asked for two more months and I gave them to him unconditionally".<ref>Template:Cite magazine</ref> The game was later shown at E3Template:Nbsp1996 with multiple Nintendo 64s set up for people to play.<ref name="gamesradarplus">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> According to Giles Goddard, the stress of the project caused some programmers to quit or move to different departments.<ref name="goddard interview">Template:Cite video</ref>

Advertising and salesEdit

Peter Main, Nintendo's vice president of marketing at the time, stated Super Mario 64 was meant as the killer app for the Nintendo 64. The Template:US$Template:NbspmillionTemplate:Efn-lr marketing campaign included videotapes sent to more than five hundred thousand Nintendo Power subscribers and advertisements shown on MTV, Fox, and Nickelodeon.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Marketing">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Super Mario 64 was officially released in Japan in JuneTemplate:Nbsp1996,<ref name="japanreleasedate" /> North America in September,<ref name="NAreleasedate" /> and in Europe and Australia in MarchTemplate:Nbsp1997.<ref name="EUreleasedate" /><ref name="AUreleasedate" /> During its first three months of sale in North America, it sold more than twoTemplate:Nbspmillion copies and grossed $140Template:NbspmillionTemplate:Efn-lr in the United States,<ref name="El Paso Times">Template:Cite news</ref> becoming the best-selling video game of 1996.<ref>Template:Cite tweet</ref> It was also the best-selling game overall from 1995 to 2002. During the first three months of 1997, it was the second-best-selling console game at 523,000 units.<ref name="gsnumbers">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> By early 2001, it had sold 5.5Template:Nbspmillion units,<ref>Template:Cite news</ref> and 5.9Template:Nbspmillion by SeptemberTemplate:Nbsp2002.<ref>Template:Cite book</ref>

At the 1999 Milia festival in Cannes, Super Mario 64 won a Gold ECCSELL prize for earning revenues above Template:€Template:NbspmillionTemplate:Efn-lr in the European Union in 1998.<ref name="eccsell">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> It had become the second most popular game on Wii's Virtual Console by JuneTemplate:Nbsp2007, behind Super Mario Bros.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> By MarchTemplate:Nbsp2008, Super Mario 64 sold 11.8Template:Nbspmillion copies worldwide, being the best-selling Nintendo 64 game.<ref name="GWR08">Template:Cite book</ref> By 2015, Super Mario 64 was the 12th most sold Mario game, with 11.91Template:Nbspmillion copies sold.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Re-releasesEdit

Super Mario 64 DSEdit

{{#invoke:Labelled list hatnote|labelledList|Main article|Main articles|Main page|Main pages}}

An enhanced remake, Super Mario 64 DS, was released for the Nintendo DS in 2004. As with the original, the plot centers on collecting Power Stars and rescuing Princess Peach from Bowser. In contrast with the original, Yoshi is the starting character, with Mario, Luigi, and Wario as unlockable characters.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> It features improved graphics, slightly altered courses, new areas, powerups, and enemies, more Power Stars to collect, touchscreen mini-games, and a multiplayer mode.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Reviews were mostly positive, with critics praising the graphics and add-ons to the original game but criticizing the controls and multiplayer mode.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> By SeptemberTemplate:Nbsp2021, 11.06Template:Nbspmillion copies had been sold worldwide.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Other re-releasesEdit

A version of Super Mario 64 was used as a tech demo for the Nintendo 64 Disk Drive (64DD) floppy drive at the 1996 Nintendo Space World trade show.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Like Wave Race 64, Super Mario 64 was re-released in Japan on Template:Nowrap as Template:Nihongo foot which fixed various bugs, added support for the Rumble Pak peripheral, included the voice acting from the English version, among other changes.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

In NovemberTemplate:Nbsp2003, it was ported to China's iQue Player as a limited-release demo.<ref name="iquereleasedate" /><ref name="iquegame" /> In late 2006, it was released on the Wii Virtual Console service<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> which added enhanced resolution and compatibility with the GameCube and Super Famicom Classic controllers.<ref name="GS-WiiReview">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In SeptemberTemplate:Nbsp2020, Super Mario 64 was one of the three Super Mario games to be included in the Super Mario 3D All-Stars collection on Nintendo Switch.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> This version was based on the Rumble Pak iteration,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and updated the game's presentation to display at 720p resolution in both the Switch's docked and handheld configurations, in addition to using upscaled user interface assets and textures. It also features a new control scheme that accommodates the wider button array of the Nintendo Switch Joy-Con and Pro Controller, and was later patched to add compatibility for the Nintendo 64 controller used with the Nintendo Classics service.<ref>Template:Cite news</ref> It made another Nintendo Switch appearance in OctoberTemplate:Nbsp2021 as part of the Nintendo 64 lineup for the Nintendo Classics service.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

ReceptionEdit

Template:Video game reviews

Critical reviewsEdit

Super Mario 64 received enthusiastic pre-release reception. GamePro commented on the 1995 prototype's smoothness, and how the action "was a blast", despite the game being only fifty percent complete at the time.<ref name="GameProShoshinkai" /> Ed Semrad of Electronic Gaming Monthly agreed, praising the new 3D animation of Mario characters shown in only 2D before.<ref name="EGMUltra64" /> Larry Marcus, a source analyst for Alex. Brown & Sons, recalls Super Mario 64 being the most anticipated game of E3Template:Nbsp1996, remembering a field of teenagers "jostling for a test run".<ref name="archivenyt">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Super Mario 64 received critical acclaim, with a score of 94 out of 100 from review aggregator website Metacritic based on thirteen reviews,<ref name="metacritic" /> and a score of 96% from review aggregator GameRankings, which ranked it the eighteenth best video game of all time based on twenty-two reviews.<ref name="gamerankings" />

The design, variety of controls and use of 3D gameplay received praise from video game publications.<ref name="EPD" /><ref name="N64Mag" /><ref name="gamerevolution-rev">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Maximum found its strongest points were the sense of freedom and its replayability, comparing it to Super Mario World and citing its similar gimmick of allowing access to new areas upon finding switches.<ref name="Max7" /> One of GameFanTemplate:'s four reviewers, E. Storm, cited the water levels as "overjoy[ing]" and showed how Super Mario 64 delved into an "entirely new realm of gaming".<ref name="GameFan" /> Official Nintendo Magazine called it "beautiful in both looks and design".<ref name="ONM" /> Doug Perry of IGN agreed that it transitioned the series to 3D perfectly.<ref name="DougPerryIGN" /> Electronic Gaming Monthly discussed the levels in their initial review, praising them for their size and challenge,<ref name="EGM" /> and later ranked it the fourth best console game of all time, arguing that it had breached the entire genre of 3D gaming while working virtually flawlessly.Template:Refn

Computer and Video Games editor Paul Davies praised the 3D environment, and said that it enhanced the interaction, and described the control scheme as intuitive and versatile.<ref name="CVG" /> Total! hailed the gameplay as being so imaginative and having such variety that their reviewers were still "hooked" after one month.Template:Sfn Writing for AllGame, Jonti Davies commented on the diversity of the gameplay and the abundance of activities found in each course.<ref name="allgame" /> Nintendo LifeTemplate:'s Corbie Dillard agreed, calling the variety the game's "greatest genius".<ref name="nlife-review" /> Writing for GameRevolution, Nebojsa Radakovic described Super Mario 64 as one of the few "true" 3D platform games.<ref name="gamerevolution-rev" /> N64 Magazine likened it to an enormous playground which was a pleasure to experiment in, but opined that the exploration element was slightly brought down by how many hints and tips there were.<ref name="N64Mag" /> Victor Lucas of EP Daily agreed, praising the freedom, but suggesting players "skip all the sign posts".<ref name="EPD" />

Super Mario 64 also received praise for its graphics. GameSpot praised the graphics for being "clean yet simple" and not detracting from the details of the game world.<ref name="GS-Review" /> GamePro particularly praised the combination of unprecedented technical performance and art design, calling it "the most visually impressive game of all time".<ref name="GPro97" /> Paul Davies described the graphics as "so amazing to see, you find yourself stopping to admire [them]".<ref name="CVG" /> Jonti Davies called the visuals phenomenal, and the frame rate respectable.<ref name="allgame" /> Doug Perry found the graphics simple but magnificent,<ref name="DougPerryIGN" /> a sentiment shared by Next Generation.<ref name="NextGenRev" /> Hyper reviewer Nino Alegeropoulos called it the best-looking console game to date and opined that its high resolution and frame rate for the time made it look "infinitely better than a cartoon".<ref name="Hyper" /> Total! said that the graphics' lack of pixellation and jagged edges made it look like they were from a "top of the range graphics workstation".Template:Sfn

The camera system received mixed reviews. Next Generation found that Super Mario 64 was less accessible than previous Mario games, frustrated by the camera's occasional erratic movements and lack of optimal angle.<ref name="NextGenRev" /> Nebojsa Radakovic and Doug Perry added that the camera was sometimes blocked by or went through objects.<ref name="DougPerryIGN" /><ref name="gamerevolution-rev" /> Electronic Gaming MonthlyTemplate:'s Dan Hsu, Shawn Smith, and Crispin Boyer all removed half a point from their scores, claiming that the camera sometimes could not move to a wanted angle or rapidly shifted in an undesirable manner,<ref name="EGM" /> a criticism that returned in Electronic Gaming MonthlyTemplate:'s 100 Best Games of All Time list.Template:Refn Game Informer stated in their 2007 re-review by present-day standards the camera "would almost be considered broken".<ref name="GI171" /> Nintendo Power also noted the learning curve of the shifting camera.<ref name="ninPowrev">Template:Cite magazine</ref> In contrast, Corbie Dillard claimed that the camera did not have any problems, and that it succeeded at helping the player traverse complex environments.<ref name="nlife-review" /> This sentiment was shared by Total!, claiming that there were very few occasions where the camera was at a suboptimal angle.Template:Sfn Paul Davies acknowledged that he was critical of the camera, saying that in some occasions it was difficult to position ideally, but ultimately dismissed it as "one hiccup" of a "revolutionary" game.<ref name="CVG" />

AwardsEdit

Super Mario 64 won numerous awards, including various "Game of the Year" honors by members of the gaming media, and in Nintendo's own best-selling Player's Choice selection. It has been placed high on "the greatest games of all time" lists by many reviewers, including IGN,<ref name="IGN100-2007" /><ref name="IGN100-2003">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="IGN100-2005">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Game Informer,<ref name="GIGOTY" /> Edge,<ref>Template:Cite magazine</ref> Official Nintendo Magazine,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Electronic Gaming Monthly,Template:Refn and Nintendo Power.<ref>Template:Cite magazine</ref> Electronic Gaming Monthly awarded it a Gold award in its initial review,<ref name="EGM2">Template:Cite magazine</ref> and it won Electronic Gaming MonthlyTemplate:'s Game of the Year for both editors' pick and readers' pick, and Nintendo 64 Game of the Year, Adventure Game of the Year, and Best Graphics.<ref name="EGMGOTY">Template:Cite magazine</ref> At the 1997 Computer Game Developers Conference, it was given Spotlight Awards for Best Use of Innovative Technology, Best Console Game, and Best Game of 1996.<ref name="spotlight">Template:Cite magazine</ref> Maximum gave it a "Maximum Game of the Month Award" before its international release, ranking it the greatest game the magazine had ever reviewed.<ref name="Max7" /> Digitiser ranked it the best game of 1997, above Final Fantasy VII as runner-up.<ref name="Digitiser" />

List of awards
Date Award publication Category Result Template:Abbr
1996 Maximum Game of the Month (June) Template:Won <ref name="Max7" />
Electronic Gaming Monthly Game of the Month (September) Template:Won <ref name="EGM" />
Gold Award Template:Won <ref name="EGM2" />
Nintendo 64 Game of the Year Template:Won <ref name="EGMGOTY" />
Adventure Game of the Year Template:Won
Best Graphics Template:Won
Game of the Year Template:Won
Game Informer Template:Won <ref name="GIGOTY">Template:Cite magazine</ref>
Spotlight Awards Template:Won <ref name="spotlight" />
Best Use of Innovative Technology Template:Won
Best Console Game Template:Won
1997 Digitiser Game of the Year Template:Won <ref name="Digitiser" />
Computer and Video Games Template:Won <ref name="goldenJoystick">Template:Cite magazine</ref>
Golden Joystick Awards Template:Won
Best Looking Game Template:Won
Official Nintendo Magazine Best Nintendo 64 Game Template:Won
1998 ECCSELL Awards Gold Award Template:Won <ref name="eccsell" />

LegacyEdit

Template:Quote box Super Mario 64 was key to the early success of and anticipation for the Nintendo 64.<ref name="GI171" />Template:Refn<ref name="GD-Top25">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Lee Hutchinson, a former Babbage's employee, notes how the game was spurred by a feverish video game press, and how the success of the game defied the rule that a wide variety of launch games was necessary for broad appeal.<ref name="arsTechinca" /> Eventually, the Nintendo 64 lost much of its market share to Sony's PlayStation, partly due to its cartridge and controller design decisions, which were reportedly implemented by Miyamoto for Super Mario 64.<ref name="1up1">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

In 2012, Super Mario 64 was among the 80 entries in the Smithsonian American Art Museum's The Art of Video Games exhibit.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

InfluenceEdit

Super Mario 64 set many precedents for 3D platformers as one of the most influential video games.Template:Refn<ref name="1up1" /><ref name="GWR08-2">Template:Cite book</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The game is known for its nonlinear, open freedom, which has been acclaimed by video game developers and journalists. 1Up.com wrote about its central hub world, which provides a safe tutorial and a level selector, and is now a staple of the 3D platformer genre.<ref name="1up1" /> As the genre evolved, many of the series's conventions were rethought drastically, placing emphasis on exploration over traditional platform jumping, or "hop and bop" action. Though some disputed its quality, others argued that it established an entirely new genre for the series.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Its mission-based level design inspired game designers such as GoldenEye 007 (1997) producer and director Martin Hollis and the development team of Tony Hawk's Pro Skater.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite magazine</ref> Dan Houser, a prominent figure in the development of the Grand Theft Auto series, stated, "Anyone who makes 3D games who says they've not borrowed something from Mario or Zelda [of the Nintendo 64] is lying".<ref name="Americana">Template:Cite interview</ref> Tom Hall, co-founder of id Software, said the game "defined the 3D platformer as a genre", and that "the industry hadn't really figured out 3D platforming yet, and here it was, a masterwork that set the standard".<ref name="25th anniversary">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Square Enix has stated that a coincidental meeting with Disney employees resulted in the creation of the Kingdom Hearts series, inspired by Super Mario 64Template:'s use of 3D environments and exploration.<ref>Template:Cite journal</ref> Michael John, designer and producer on Spyro the Dragon, cited Super Mario 64Template:'s controls and environmental design as influences on the game.<ref name="25th anniversary"/> Chris Sutherland, who served as the lead designer for Banjo-Kazooie, agreed that Super Mario 64 set the benchmark for 3D platformers and claimed that any other game in the genre on the Nintendo 64 would inevitably be compared with Super Mario 64.<ref name="gamesradarplus" /> Assassin's Creed IV: Black Flag director Ashraf Ismail based the game's open world design on Super Mario 64Template:'s use of a hub world with pockets of maps full of content.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Super Mario 64 introduced a free-floating camera that can be controlled independently of the character.<ref name="GWR08-2" /> To increase freedom of exploration and fluid control in a 3D world, Super Mario 64 designers created a dynamic virtual video camera that turns and accelerates according to the character's actions.<ref>Template:Cite journal</ref> This camera system became the standard for 3D platformers. Nintendo Power praised the game's camera movements along with The Legend of Zelda: Ocarina of TimeTemplate:'s addition of the lock-on camera and concluded that the two games were trailblazers for the 3D era.<ref>Template:Cite magazine</ref> PC MagazineTemplate:'s K. Thor Jensen considers Super Mario 64 to be the first truly realized 3D platformer with the integration of camera control into its core gameplay, which he called the medium's true evolutionary leap.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Super Mario 64Template:'s use of the analog stick was novel, offering more precise and wide-ranging character movements than the digital D-pads of other consoles. At the time, 3D games generally only allowed the player to either control the character in relation to a fixed camera angle or in relation to the character's perspective. Super Mario 64Template:'s controls, in contrast, are fully analog and interpret a 360-degree range of motion into navigation through a 3D space relative to the camera. The analog stick allows for precise control over subtleties such as running speed.<ref>Template:Cite magazine</ref> In 2005, Electronic Gaming Monthly ranked Super Mario 64 the most important game since they began publication in 1989, stating that, while there were 3D games before it, "Nintendo's was the first to get the control scheme right".<ref>Template:Cite magazine</ref>

In JulyTemplate:Nbsp2021, a pristine, sealed copy of Super Mario 64 was auctioned for Template:USD, the largest amount ever paid for a video game.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite magazine</ref> Heritage Auctions's video games specialist said, "It seems impossible to overstate the importance of this title, not only to the history of Mario and Nintendo but to video games as a whole".<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

SuccessorsEdit

A sequel was planned for the disk drive add-on, under the codename Super Mario 128.<ref name="Playboy Mario 128">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In JulyTemplate:Nbsp1996, Nintendo insiders stated that Miyamoto was assembling a team consisting mostly of developers who had worked on Super Mario 64.<ref>Template:Cite magazine</ref> Miyamoto affirmed that work on the sequel had only commenced at the time of the E3Template:Nbsp1997 convention.<ref name="npinterview">Template:Cite magazine</ref> The project was canceled due to its lack of progress and the commercial failure of the Nintendo 64 Disk Drive.<ref name="64-2">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Super Mario 64 successors include Super Mario Sunshine for the GameCube and Super Mario Galaxy for the Wii, building on its core design of power-ups and its 3D, open-ended gameplay.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Super Mario Galaxy 2 includes a remake of Super Mario 64Template:'s Whomp's Fortress level called Throwback Galaxy.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Super Mario 3D Land and Super Mario 3D World are departures from the open-ended design, instead focused on platforming reminiscent of 2D games.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

The Nintendo Switch game Super Mario Odyssey returns to Super Mario 64Template:'s open design;<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> it includes numerous references to the latter. The Template:'Mario 64 Suit' and 'Mario 64 Cap', which change Mario's appearance to his in Super Mario 64, can be purchased after completing the main storyline. Additionally, Mario can travel to the Mushroom Kingdom, which includes Princess Peach's Castle and its courtyard. The Kingdom's Power Moons resemble Super Mario 64Template:'s Power Stars.<ref name="polygon postgame">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Rumors, conspiracy theories, and glitchesEdit

Template:Redirect Rumors spread rapidly after the game's release. The most popular was a pervasive rumor that Luigi existed as an unlockable character. In 1996, IGN offered a prize of $100 if a player could find Luigi,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> to no avail.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Fueling the rumor was a very blurry message on a statue in the courtyard of Princess Peach's Castle, thought to say "L is real 2401".<ref name="LIsReal">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> This was disproved in 1998, when a fan received a letter from Nintendo that the programmers included the text as a joke and it was not supposed to say anything.<ref name="LIsReal" /> In JulyTemplate:Nbsp2020, 24 years and 1 month after the initial release of Super Mario 64, unused assets for Luigi from the scrapped multiplayer mode were discovered in the game's development files, in an event known as the Nintendo Gigaleak.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Satirical conspiracy theories about the game became popular in the early 2020s. These theories were grouped into an Internet meme of an iceberg known as the "Super Mario 64 iceberg", with less likely theories representing places being placed closer to the bottom of the "ocean".<ref name="mario64iceberg">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> One popular theory was the "Wario Apparition", based on an E3Template:Nbsp1996 presentation with Charles Martinet voicing a disembodied Wario head. Some fans believed that the Wario head remained in some copies of the game. Conspiracy theorists have also spread the rumor that "every copy of Super Mario 64 is personalized", claiming that certain bizarre phenomena existed in only certain copies of the game.<ref name="mario64iceberg" /><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Template:AnchorIn the years since the game's release, players have used glitches to reach previously unreachable parts of the game, including, in 2014, a coin not possible to be collected in ordinary play.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Speedrun techniques include the Lakitu skip, a glitch that disables a dialog box explaining camera movement; the Bob-omb clip, which uses a glitch in a Bob-omb's explosion animation to clip through walls; and the backwards long jump glitch, which involves the player performing a repetitive move, the "backwards long jump" (BLJ), allowing Mario to reach very high speed values and has numerous applications in speedrunning;<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> the latter was patched in the Rumble Pak re-release in 1997 as well as the Super Mario 3D All-Stars re-release (with the 3D All-Stars version being based on the Rumble Pak version's codebase).<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In 2013, YouTuber Vinesauce posted a compilation of various corruptions of the game, replicated with a program named naughty.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Another YouTuber, Pannenkoek2012, creates highly technical and analytical videos of Super Mario 64 glitches and mechanics, which have been covered many times by the video game press.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The game has also inspired challenges that attempt to beat it with certain restrictions, such as not being able to press the A button, requiring deep understanding about the game's mechanics and bugs.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> In May 2024, a player named Marbler managed to beat the entire game without pressing the A button.<ref>Template:Cite news</ref>

Fan projectsEdit

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

  • Super Mario 64: Chaos Edition, a PC-emulated version of the original that loads codes which cause bizarre behavior. The game received coverage after streaming ensemble Vinesauce posted a playthrough of the game.<ref>{{#invoke:citation/CS1|citation

|CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

|CitationClass=web }}</ref>

|CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> It was taken down after a copyright strike by Nintendo. It was later reuploaded and renamed to Net64.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

|CitationClass=web }}</ref>

  • Super Mario 64 Odyssey, featuring levels based on Super Mario Odyssey and adding its mechanic of possessing enemies by throwing Mario's hat<ref>{{#invoke:citation/CS1|citation

|CitationClass=web }}</ref>

  • Super Mario 64: Last Impact, an original game that incorporates elements from other Mario games, such as the Fire Flower from Super Mario Bros., the F.L.U.D.D. cannon from Super Mario Sunshine, and the Bee Mushroom from Super Mario Galaxy<ref>{{#invoke:citation/CS1|citation

|CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

  • Super Mario 64: Ocarina of Time, in which the world of The Legend of Zelda: Ocarina of Time is recreated in Super Mario 64, with new gameplay elements, puzzles, and a story<ref>{{#invoke:citation/CS1|citation

|CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

|CitationClass=web }}</ref>

  • First Person Mario 64, a modification that fixes the camera configuration on first-person, often making the game much more challenging due to how the game demands acrobatic movements, and how the game does not render objects when they're too close to the camera.<ref>{{#invoke:citation/CS1|citation

|CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

  • Super Mario 64 FPS, a first-person shooter remake of the original, speedran by YouTubers Falsepog and Alpharad<ref>{{#invoke:citation/CS1|citation

|CitationClass=web }}</ref>

|CitationClass=web }}</ref>

  • B3313, a ROM hack based on beta content and urban legends surrounding Super Mario 64. Mario and Luigi are placed in a version of Peach's Castle with bizarre and surreal architecture, branching out into a complicated and nonsensical plexus.<ref>{{#invoke:citation/CS1|citation

|CitationClass=web }}</ref>

DecompilationEdit

In 2019, fans decompiled the original ROM image into C source code,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> allowing Super Mario 64 to be natively ported to any system. The next year, fans released a Windows port with support for widescreen displays and 4K resolution.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The port would allow for more graphical mods and forks, such as Render96, which implemented the original high-resolution source textures and created new character models and environments resembling those seen in the game's CG renders,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> and Super Mario 64 Plus, a fork of the Windows port featuring a new permanent death option, bug fixes, and an improved camera system.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Fans have also created ports for several different platforms, including the Nintendo 3DS,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> PlayStation 2, PlayStation Vita, Dreamcast, and Android.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Nintendo has enlisted a law firm to remove videos of the port and its listings from various websites, taking them down via copyright claims.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Medical literatureEdit

In 2013, a study was conducted to see the plasticity effects on the human brain after playing Super Mario 64—chosen for its navigation element and the ability to play in a three-dimensional environment—for at least thirty minutes every day for two months. The study concluded that doing the previously mentioned activity caused the gray matter (a major part of the central nervous system) to increase in the right hippocampal formation and the right dorsolateral prefrontal cortex—brain areas thought to contribute to spatial navigation, working memory, and motor planning.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite journal</ref>

NotesEdit

Template:Notelist

Notes on inflationEdit

Template:Notelist-lr

ReferencesEdit

Template:Reflist

Archived resourcesEdit

External linksEdit

 | title/{{#if: {{#invoke:ustring|match|1=0204657|2=^tt}}
   | Template:Trim/
   | tt0204657/
   }}
 | {{#if: {{#property:P345|from=}}
   | title/Template:First word/
   | find?q=%5B%5B%3ATemplate%3APAGENAMEBASE%5D%5D&s=tt
   }}
 }}{{#ifeq: {{#invoke:If any equal|main|Q618779|Q67325957|Q33999|value=Template:Wikidata}} | yes 
     | {{#switch: Template:Wikidata 
       | Q618779 
       | Q67325957  = awards Awards for
       | Q33999  = fullcredits Full cast and crew of
       }}
   | {{#if: Template:Wikidata 
     | {{#switch: Template:Wikidata
       | Q63032896 
       | Q66763446  = fullcredits Full cast and crew of
       | Q107974527 
       | Q482994  = soundtrack Soundtrack of
       }}
     }}
   }} Template:Trim] at {{#if: | IMDb | IMDb }}Template:EditAtWikidata{{#invoke:Check for unknown parameters|check|unknown=Template:Main other|preview=Page using Template:IMDb title with unknown parameter "_VALUE_"|showblankpositional=1| 1 | 2 | 3 | description | id | link_hide | qid | quotes | title }}{{#switch: {{#invoke:String2|matchAny|^tt.........|^tt.......|tt|.........|source=0204657|plain=false}}| 1 | 3 = Template:Main otherTemplate:Preview warning| 4 = Template:Main otherTemplate:Preview warning}}{{#if: 0204657 {{#property:P345}} || Template:Preview warningTemplate:Main other }}{{#switch: Template:Wikidata 

| Q21191270 | Q21664088 | Q50062923 | Q50914552 | Q99079902 | Q123186929 | Q55422400 | Q61220733 =Template:Preview warning | Q3464665 =Template:Preview warning }}{{#ifeq: Template:Wikidata | Q21191270 |Template:Preview warning }}{{#if: 0204657 | Template:WikidataCheck }}

Template:Super Mario Template:Shigeru Miyamoto Template:Golden Joystick GOTY Template:Nickelodeon Kids' Choice Award for Favorite Video Game

Template:Portal bar

Template:Authority control