{"title":"Super Mario 64 (Nintendo 64)","url":"https://tcrf.tiago.zip/wiki/Super_Mario_64_(Nintendo_64)","source":"https://tcrf.net/Super_Mario_64_(Nintendo_64)","license":"CC BY 3.0","categories":["Featured articles","Featured main articles","Games developed by Nintendo EAD","Games published by Nintendo","Games published by Hyundai","Games published by iQue","Nintendo 64 games","Nintendo 64 games with development pages","Nintendo 64 games with proto pages","Nintendo 64 games with prerelease pages","Nintendo 64 games with bugs pages","iQue Player games","iQue Player games with development pages","iQue Player games with proto pages","iQue Player games with prerelease pages","iQue Player games with bugs pages","Games released in USA","Games released in China","Games released in 1996","Games released in June","Games released in Japan","Games released in South Korea","Games released in Europe","Games released in Australia","Games with alternate names","Games with multiple publishers","Games on multiple platforms","Games with unused animations","Games with unused code","Games with unused enemies","Games with unused objects","Games with unused graphics","Games with unused models","Games with unused cinematics","Games with unused items","Games with unused sounds","Games with unused text","Games with debugging functions","Games with hidden level selects","Games with regional differences","Pages with a Data Crystal link","To do","Mario series"],"text":"Super Mario 64 is one of the best 3D plumbing simulators around and one of the three launch titles for the Nintendo 64. It introduced the third dimension to the Mario universe and revolutionized the Mushroom Kingdom.\n\nThe game is also notable for the sheer level to which it's been dissected, to the point of getting successfully decompiled and unofficially ported to PCs...not just that, but several other consoles as well.\n\nDevelopment Info\nPrototype Info\nPrerelease Info\nNotes\nBugs\nDebug ContentA good amount of debugging leftovers, mostly from \"YJ\" (Hajime Yajima).\n\nUnused Objects & ModelsBoo Keys, trampolines, early stars, eggs... oh my!\n\nRegional and Version DifferencesJolly Roger Bay's original painting wasn't good enough (until the DS remake came along, anyway).\n\nUnused TexturesEarly, leftover, and just plain unused textures.\n\nOdditiesUnreachable coins, strange hangable ceilings, and collision quirks that hint at older versions of maps. How odd...\n\nUnused CodeNot everything in the castle is up-to-code.\n\nUnused Sounds & Sound DefinitionsHow can you hear something that isn't there?\n\n## Unused Animations\n\nThe names are from sm64/data/Anime/aaa in the leaked source code.\n\n### Mario\n\nMario has a total of 209 animations, indexed from 0 to 208. Some of these are unused in the game.\n\nHatWaitEnd\n\nFile Date: December 26, 1995 Animation #56. This unused animation appears to be Mario putting on his hat faster than normal.\n\nJumpStep3\n\nFile Date: August 25, 1995 Animation #81. This unused animation appears to be Mario transitioning from freefall to a forward spin. It may have been an early triple jump according to the name.\n\nLandBoard\n\nFile Date: December 26, 1995 Animation #84. According to the iQue build's source code, it would have been used when landing from a jump on a Koopa shell.\n\nOshinWait1, OshinWait2, OshinWait3\n\nFile Dates: February 6, 1996\n\nAnimations #98, #99, #100. \"Oshin\" translates to \"nausea\". According to the source code, it would have been related to an environmental effect, possibly standing on the ship in JRB. An animation called OshinWalk also exists in the code.\n\nTurnCont\n\nFile Date: July 18, 1995\n\nAnimation #115. A duplicate running animation that appears to be identical to the normal running animation. According to the name, this appears to be a placeholder for when Mario circles around or when Mario is turning around quickly as it does not appear to have a file associated. TurnCont likely means \"Turning Continuously\" or \"Turning Control\".\n\nSlip, Slipping\n\nSlip File Date: March 18, 1996 Slipping File Date: December 19, 1995\n\nLeft: Animation #145. This is the normal sitting animation. Right: Animation #142. This unused animation appears to be Mario sitting motionless. Perhaps this was the original sitting animation before they decided to have Mario move his arms to make the animation more visually interesting when sliding. This animation can be seen in the Shoshinkai 1995 footage.\n\nUJumping, JumpBack\n\nUJumping File Date: December 19, 1995 JumpBack File Date: August 23, 1995 Left: Animation #191. This is the normal side flip animation. Right: Animation #73. According to the source code, it would've been used for side flipping.\n\n### Bully\n\notos_jump\n\nThe Bullies have an unused animation that depicts them jumping forward. It might have been meant for a jump attack, possibly being removed when its object code was redone. The internal name of this animation is otos_jump.\n\nTo replace the used animation with the unused one, enter the following GameShark code in the US version of the game.\n\n812EB25E 0002\n\n### MIPS\n\nrabbit_down\n\nIn an official strategy guide interview, producer/director Shigeru Miyamoto revealed that \"Mario was able to throw the rabbit\" at one point during development. Code meant for when MIPS gets thrown by Mario still exists in the final game but goes unused due to Mario not being allowed to throw holdable NPCs. The code also triggers an otherwise unused animation depicting MIPS bouncing on the ground while recovering from a fall. The internal name of this animation is rabbit_down.\n\nTo allow Mario to throw MIPS, enter the following GameShark code in the US version of the game.\n\n812F857A 0000\n812F8C26 0000\n\nThe only way to see the unused animation without hacks is if you use glitches to bring MIPS into the water-draining room.\n\nvoid bhv_mips_thrown(void) {\n\nobj_enable_rendering_2();\n\no->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;\n\no->oHeldState = HELD_FREE;\n\no->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;\n\nSetObjAnimation(2);\n\nobj_become_tangible();\n\no->oForwardVel = 25.0f;\n\no->oVelY = 20.0f;\n\no->oAction = MIPS_ACT_FALL_DOWN;\n\n}\n\n### Piranha Plant\n\npakun_damage\n\nAnimation #1. Shows the Piranha Plant quickly flinching after being hit, which appears to have been meant to play right before the dying animation (animation #2), which is internally called pakun_down.\n\npakun_eat_base, pakun_miss_eating\n\nAnimations #3 & #5. These appear to show a scrapped \"eating\" attack. Interestingly, the animation for the fire spitting Piranha Plants (animation #4) is internally called pakun_eating, indicating the fire spitting animation was meant to be part of this scrapped attack, and later got repurposed.\n\nIn-game\n\n|\n\nShoshinkai 1995\n\n|\n\n|\n\n|\n\npakun_sleep_tmp\n\nAnimation #7. An unused placeholder animation that is similar to the sleeping animation (animation #8, pakun_sleeping), as seen in the Nintendo Shoshinkai 1995 footage. It features the plant showing its teeth as it sleeps, although it differs from the Shoshinkai demo since Piranha Plant occasionally bobs its head like it is having a sleep reflex.\n\nTo replace the used animation with the unused one, enter the following GameShark code in the US version of the game.\n\n812BDF12 0007\n\npakun_wait\n\nAnimation #9. An older duplicate of the biting animation (animation #0, pakun_angry), in which the teeth clip through the Piranha's mouth as its head moves up. This earlier variant can be briefly seen in prerelease footage.\n\n### Ukiki\n\nThe monkey has 4 unused animations.\n\nmonky_N_run\n\nAnimation ID 1 shows Ukiki walking, in the final game he always runs. The internal name of this animation is monky_N_run.\n\nmonky_base_data\n\nAnimation ID 2 shows Ukiki standing motionless in a default A-pose. The internal name of this animation is monky_base_data.\n\nmonky_down\n\nAnimation ID 3 shows Ukiki being thrown, but unlike MIPS no code related to being thrown by Mario exists. The internal name of this animation is monky_down.\n\nmonky_jump\n\nAnimation ID 6 shows Ukiki doing a quick jump. The used jump animations are #7 monky_jump_end (landing) and #8 monky_jump_start (start jumping). The internal name of this animation is monky_jump.\n\nTo view these in-game, enter the following GameShark code in the US version of the game.\n\n812BA9B8 2408\n812BA9BA 0004\n812BAB3A 000X where X is desired animation ID\n\n### Koopa\n\nS_run\n\nWake_up\n\n### Bowser\n\nkopa_G_swing_down2\n\nAnimation #2. This is a slightly different standing up animation that includes a small bounce in the beginning.\n\nClick to view Bowser's suffering move\n\nkopa_body_tmp\n\nAnimation #5. This is a placeholder animation the developers forgot to remove in the final version. It has only one joint in its animation table, unlike other animations.\n\nkopa_down\n\nAnimation #6. An unused defeat animation. The only defeat animation used is when he is flipped upside down.\n\nkopa_jump\n\nAnimation #8. A short jump. The only used jump animations are #9 kopa_jump_end (stop/land from jumping) and #10 kopa_jump_start(start jumping).\n\n### Chuckya\n\ncarry_boy_wait\n\nAn animation that shows Chuckya balancing itself, meant for when it is idle. Based on the name, it appears to be an animation of a now removed action that was leftover from Motosman, where it would go idle if the player was far enough away.\n\n## Unused Level Effects\n\n### Blizzard\n\nSM64_Unused_Blizzard_Level_Effect.mp4 Name: \"Blizzerd\"\n\nAn unused, faster version of the snowfall animation, making it look more akin to a blizzard. Can be triggered in a level via the \"Environment Effect\" option in Messiaen's program, OBJ Importer, or setting \"geo_envfx_main\" to 3 in a level's \"geo.inc.c\" file in the decomp. It is purely aesthetic and interacts with Mario in the same way as normal snowflakes do. In the source code, this effect is referred to as \"Blizzerd\".\n\n### Flowers\n\nName: \"Flower\"\n\nAn unused effect that, when enabled, causes a bunch of small happy bouncing flowers to spawn around Mario, their spawn point radius dependent on his position. They attach themselves to a level's solid, horizontal surfaces. It is another purely aesthetic level effect that, much like the blizzard, can also be spawned in a level via the \"Environment Effect\" option in OBJ Importer. Oddly enough, the flower graphic is found among the resources for Lethal Lava Land, which in turn is due to it being grouped with the \"bubble\" environmental effects, which include Lethal Lava Land's bubbling lava. Setting \"geo_envfx_main\" to 11 in in a level's \"geo.inc.c\" file in the decomp triggers the effect. In the source code, this effect is referred to as \"Flower\".\n\n(Source: Messiaen)\n\n## Unused Text\n\n### Blanked-Out Text\n\n|\n\nTo do:\n\nLink to code in decomp for 100-Coin star usage\n\n|\n\nA number of messages present in the Japanese version were blanked out for the overseas releases, preventing them from being localized.\n\nJapanese\n|\nTranslation\n|\n\n１００まいコインの スター\n|\n100-Coin Star\n|\n\nマウンテンのへやが ひらく！\n|\nThe mountain room opens!\n|\n\nみずとゆき２つのへやが ひらく！\n|\nThe water and snow rooms open!\n|\n\nおおきなほしの ドアがひらく！\n|\nThe Big Star Door opens!\n|\n\nクッパへの とびらがひらく！\n|\nThe door to Bowser is open!\n|\n\n３がいへの とびらがひらく！\n|\nThe door to the third floor is open!\n|\n\nThese lines are found after the rest of the Star names.\n\nThe first message is actually programmed to appear on the course complete screen if the last collected star is the 100 coin star. Since 100 coin stars always keep you in the course this is impossible to see in the final game, but it suggests earlier in development 100 coin stars would have kicked you out of the course upon collecting them.\n\nJapanese\n|\nTranslation\n|\n\nおいしいケーキ\n|\nDelicious Cake\n|\n\nThis little message is found between the lines \"THE SECRET AQUARIUM\" and \"CASTLE SECRET STARS\". This is assigned to the level that contains the cake end screen, implying it was originally a bonus level.\n\n### Boo's Taunt\n\n|\nOriginal Scripts\n|\nLiteral Translation\n|\n\nJapanese\n|\nクックック・・\nとりついてやる。\nヒッヒッヒ！\nカベも とおりぬけてやる。\nこんなこと できるか？\nケッケッケ！\n|\nEh he he...\nI'm gonna haunt you.\nHee hee hee!\nAnd I'm gonna go through the wall.\nCan you do that?\nHeh, heh, heh!\n|\n\nEnglish\n|\nEh he he...\nYou're mine, now, hee hee!\nI'll pass right through\nthis wall. Can you do\nthat? Heh, heh, heh!\n|\nEh he he...\nYou're mine, now, hee hee!\nI'll pass right through\nthis wall. Can you do\nthat? Heh, heh, heh!\n|\n\nFrench\n|\nHé...hé...hé...\nCiao bello Mario!\nMoi j'traverse les murs!\nTu peux le faire, toi?\nHin...hin...hin...\n|\nHeh...heh...heh...\nBye bye my dear Mario!\nI can go through walls!\nYou can't do that, can you?\nNyeh...heh...heh...\n|\n\nChinese (IQue Version)\n|\n哦呵呵…\n你是我的了。\n哼哼！\n我可以安然无恙\n地穿过这面墙，\n你能吗？\n呵呵…呵呵……\n|\nOh ho ho...\nYou're mine.\nHmm!\nI can pass through this wall\nwithout hurting myself,\nCan you?\nHehe...hehe......\n|\n\nThis message comes after the greeting that appears when Mario enters Big Boo's Haunt for the first time. When the unused message is activated, a short Boo laugh plays as the text box appears. While it was translated in the English and French versions of the game and was even translated into Chinese for the iQue Player release, it was, strangely, never translated for the German release (until the DS remake, in which English and German were the only languages it was translated to). Interestingly, a leftover file in the source code contains older code used for the boos; based on that file, the text was originally used when the Ghost Hunt Boos were defeated.\n\nTo view the text in-game, enter the following GameShark codes:\n\nVersion\n|\nGameshark code\n|\n\nJapan\n|\n80330420 0000\n\n81330424 0063\n|\n\nUSA\n|\n80331480 0000\n\n81331484 0063\n|\n\nEurope\n|\n802FD640 0000\n\n812FD644 0063\n|\n\nJapan (Shindou)\n|\n80310AB0 0000\n\n81310AB4 0063\n|\n\niQue\n|\n8031310C 0000\n\n81313110 0063\n|\n\nThe first line makes the text appear white over a translucent black background, and the second line sets the message ID.\n\n(Source: Mattrizzle - Discovery of Unused Value)\n\n### Shoshinkai '95 Level Select\n\nJapanese\n|\nTranslation\n|\n\nＳＴＡＧＥ ＳＥＬＥＣＴ\nつづける？\n１ マウンテン\n２ ファイアーバブル\n３ スノースライダー\n４ ウォーターランド\nクッパ１ごう\nもどる\n\nＰＡＵＳＥ\nつづける？\nやめる ？\n|\nSTAGE SELECT\nContinue?\n1: Mountain\n2: Fire Bubble\n3: Snow Slider\n4: Water Land\nKoopa 1\nBack\n\nPAUSE\nContinue?\nQuit?\n|\n\nLocated at the beginning of the game's text, in all versions of the game except for EU, is dialog data for a level select and an early pause menu that were present in the playable demo featured at Shoshinkai '95. The level select is not the same as the functional Level Select that remains in the final game. It was likely only made for the demo, as the source code indicates that the final Level Select was finished before the Shoshinkai '95 Demo; the date is September 6th, 1995, two months before the demo.\n\nThe levels accessible from this menu were:\n\n- Mountain - Whomp's Fortress\n\n- Fire Bubble - Lethal Lava Land\n\n- Snow Slider - Cool, Cool Mountain\n\n- Water Land - Dire, Dire Docks\n\n- Koopa #1 - Bowser in the Dark World\n\n(Source: eientei95 - Discovery, Joe & GlitterBerri - Translation)\n\nMap Select\n\n|\n\nShoshinkai 1995\n\n|\n\n|\n\n|\n\nPause Menu\n\n|\n\nShoshinkai 1995\n\n|\n\n|\n\n|\n\n(Source: Game Zero's Shoshinkai 1995, Nintendo 64 and Super Mario 64 Demonstrations (6:21), ニンテンドウ６４世界初公開当時の模様 (14:51))\n\nThe original functionality has been \"#if 0\"'d out, but has been found in sm64\\Message\\message.sou in the leak. It works similarly to the save dialogs after collecting certain stars.\n\nTrying to load them in the US version of the game results in corrupted text due to kana script characters being repurposed or removed.\n\nTo see the dialogs in game, enter the following GameShark codes.\n\nVersion\n|\nGameshark code\n|\n\nJapan\n|\n81072FCA 8858\n\n81072FCE 8868\n|\n\nUSA\n|\n81075A48 0200\n\n81075A4A 7D08\n\n81075A4C 0200\n\n81075A4E 7D18\n|\n\nThese replace the 1 star door and 3 star door dialogs with level select and pause menu dialogs respectively.\n\n## Shifting Sand Land Pyramid Explosion Cutscene\n\nName: \"CAM_DEMO_PYLEXP\"\n\nIn the camera cutscene table, there is an entry that is never called and not associated with a level. According to code labels, it was meant for the Shifting Sand Land Pyramid Explosion sequence, which in the final has no cutscene associated with it. Camera shake data exists for this cutscene, and additional data was found commented out in the Pyramid actor, likely meaning it was intentionally removed.\n\n## Luigi/Multiplayer Remnants\n\n|\n\nTo do:\n\nFind the code for this.\n\n|\n\nThe decompilation and the iQue build's source code reveal some code that appears to be leftover from when Luigi was intended to be in the game.\n\nIn several files in the code, a pointer to a second player struct appears right after the pointer to Mario's struct. Within the code for handling shadows, there exists a switch-case block with two cases, one of which sets a variable to the Mario struct and the other sets a variable to the aforementioned second player struct. In the leaked source code, Model ID 2 is labeled as \"Luigi\". The camera for locking it is labeled as \"2P camera\", and it was mentioned in an interview that the fixed camera was intended for a Multiplayer Mode. A section of memory is labeled as \"Luigi Animations\" in the source code. However, in the final, the section is completely empty. Unused labels mention a third game mode, \"Game_Mode2P\". Similarly, Player 2 can still control the camera to some extent.\n\n## References\n\n- In-game credits, mentions \"EAD Staff\" and \"All Nintendo Personnel\" under \"Special Thanks to\"↩︎\n\n- 1997 현대 컴보이 64 올 소프트 리스트! Korean Nintendo 64 - All Soft List!↩︎\n\n- Game Champ 게임챔프 1997-08, pg. 74 - 현대 컴보이 64 발매일↩︎\n\n- Game Champ 게임챔프 1997-09, pg. 56 - 현대 컴보이 64, 성공적 판매 전↩︎\n\n- Nintendo 64 Came Out 20 Years Ago. Here’s How a Teenaged Me Reviewed It↩︎\n\n- iQue Ltd.↩︎\n\n- ＮＩＮＴＥＮＤＯ６４ - nintendo.co.jp↩︎\n\n- The Nintendo 64 turns 20 in Europe | Eurogamer.net↩︎\n\n- Nintendo Magazine System (AU) #46, pg. 6↩︎\n\nv · t · e\n\nThe Mario series\n\nNES\n\n|\n\nSuper Mario Bros. • Super Mario Bros. 2 (Prototype; Doki Doki Panic) • Super Mario Bros. 3\n\n|\n\nFamicom Disk System\n\n|\n\nSuper Mario Bros. • Super Mario Bros. 2 • All Night Nippon: Super Mario Bros.\n\n|\n\nArcade\n\n|\n\nVS. Super Mario Bros.\n\n|\n\nGame Boy (Color)\n\n|\n\nSuper Mario Land • Super Mario Land 2: 6 Golden Coins • Wario Land: Super Mario Land 3 • Super Mario Bros. Deluxe\n\n|\n\nSNES\n\n|\n\nSuper Mario World (Localization Prototype) • Super Mario All-Stars • Super Mario World 2: Yoshi's Island (Prototypes)\n\n|\n\nSatellaview\n\n|\n\nBS Super Mario USA • BS Super Mario Collection\n\n|\n\nNintendo 64(DD)\n\n|\n\nSuper Mario 64 (iQue Prototypes; 64DD Version)\n\n|\n\nGame Boy Advance\n\n|\n\nSuper Mario Advance • Super Mario World: Super Mario Advance 2 • Yoshi's Island: Super Mario Advance 3 • Super Mario Advance 4: Super Mario Bros. 3\n\n|\n\nGameCube\n\n|\n\nSuper Mario Sunshine (Demos)\n\n|\n\nNintendo DS\n\n|\n\nSuper Mario 64 DS • New Super Mario Bros.\n\n|\n\nWii\n\n|\n\nSuper Mario Galaxy • New Super Mario Bros. Wii • Super Mario Galaxy 2 • Super Mario All-Stars\n\n|\n\nNintendo 3DS\n\n|\n\nSuper Mario 3D Land (Prototype) • New Super Mario Bros. 2\n\n|\n\nWii U\n\n|\n\nNew Super Mario Bros. U (New Super Luigi U) • Super Mario 3D World\n\n|\n\niOS, Android\n\n|\n\nSuper Mario Run\n\n|\n\nNintendo Switch\n\n|\n\nSuper Mario Odyssey • New Super Mario Bros. U Deluxe • Super Mario 3D All-Stars • Super Mario Bros. 35 • Super Mario 3D World + Bowser's Fury • Super Mario Bros. Wonder (Kiosk Demo)\n\n|\n\nGame & Watch\n\n|\n\nGame & Watch: Super Mario Bros.\n\n|\n\nMario Kart\n\n|\n\nConsole Games\n\n|\n\nSuper Mario Kart (Prototypes) • Mario Kart 64 (iQue Prototype) • Mario Kart: Double Dash!! (Demos, Bonus Disc) • Mario Kart Wii (Mario Kart Channel, Demo) • Mario Kart 8 • Mario Kart 8 Deluxe (Prototype) • Mario Kart World\n\n|\n\nHandheld Games\n\n|\n\nMario Kart: Super Circuit • Mario Kart XXL • Mario Kart DS (Demos) • Mario Kart 7 (Prototype) • Mario Kart Tour (Closed Beta)\n\n|\n\nArcade Games\n\n|\n\nMario Kart Arcade GP • Mario Kart Arcade GP 2 • Mario Kart Arcade GP DX\n\n|\n\nRPGs\n\n|\n\nSuper Mario RPG\n\n|\n\nLegend of the Seven Stars (Switch Remake)\n\n|\n\nPaper Mario\n\n|\n\nPaper Mario • The Thousand-Year Door (Demos, Switch Remake) • Super Paper Mario • Sticker Star • Color Splash • The Origami King\n\n|\n\nMario & Luigi\n\n|\n\nSuperstar Saga (Prototype, + Bowser's Minions) • Partners in Time (Demos) • Bowser's Inside Story (+ Bowser Jr.'s Journey) • Dream Team • Paper Jam • Brothership\n\n|\n\nMario + Rabbids\n\n|\n\nKingdom Battle • Sparks of Hope\n\n|\n\nMario Party\n\n|\n\nConsole Games\n\n|\n\nMario Party • Mario Party 2 • Mario Party 3 (Prototype) • Mario Party 4 (Demo) • Mario Party 5 (Demo) • Mario Party 6 (Demo) • Mario Party 7 • Mario Party 8 • Mario Party 9 • Mario Party 10 • Super Mario Party • Mario Party Superstars\n\n|\n\nHandheld Games\n\n|\n\nMario Party Advance • Mario Party DS • Island Tour • Star Rush • The Top 100\n\n|\n\nWeb Games\n\n|\n\nMario's Matching Madness • Mario Party 7: Bowser's Lair Hockey\n\n|\n\nSports\n\n|\n\nGolf\n\n|\n\nFamily Computer Golf: Japan Course • NES Open Tournament Golf • Mario Golf (N64, GBC) • Mario Golf: Toadstool Tour (Demos) • Mario Golf: Advance Tour • Mobile Golf\n\n|\n\nTennis\n\n|\n\nMario's Tennis • Mario Tennis (N64, GBC) • Mario Power Tennis • Mario Tennis: Power Tour (Bicep Pump) • New Play Control! Mario Power Tennis • Mario Tennis: Ultra Smash • Mario Tennis Aces\n\n|\n\nSoccer\n\n|\n\nSuper Mario Strikers (Demos) • Mario Strikers Charged • Mario Strikers: Battle League\n\n|\n\nBaseball\n\n|\n\nMario Superstar Baseball (Mario Baseball Demo) • Mario Super Sluggers\n\n|\n\nMario & Sonic at the Olympic Games\n\n|\n\nBeijing 2008 (DS, Wii) • Vancouver 2010 (DS, Wii) • London 2012 • Sochi 2014 • Rio 2016 (Wii U, Arcade) • Tokyo 2020\n\n|\n\nOther\n\n|\n\nExcitebike: Bun Bun Mario Battle • Mario Pinball Land • Dance Dance Revolution Mario Mix • Mario Sports Mix\n\n|\n\nDr. Mario\n\n|\n\nConsole Games\n\n|\n\nDr. Mario (Prototypes) • Tetris & Dr. Mario • Dr. Mario 64 • Nintendo Puzzle Collection • Dr. Mario Online Rx • Dr. Luigi\n\n|\n\nHandheld Games\n\n|\n\nDr. Mario (Prototype) • Dr. Mario & Puzzle League • Dr. Mario Express • Dr. Mario: Miracle Cure • Dr. Mario World\n\n|\n\nWeb Games\n\n|\n\nDr. Mario: Vitamin Toss\n\n|\n\nSuper Mario Maker\n\n|\n\nWii U\n\n|\n\nSuper Mario Maker\n\n|\n\nNintendo 3DS\n\n|\n\nSuper Mario Maker for Nintendo 3DS\n\n|\n\nNintendo Switch\n\n|\n\nSuper Mario Maker 2\n\n|\n\nMario vs. Donkey Kong\n\n|\n\nHandheld Games\n\n|\n\nMario vs. Donkey Kong (Demo) • March of the Minis (Demo) • Minis March Again! • Mini-Land Mayhem! • Tipping Stars • Mini Mario & Friends: amiibo Challenge\n\n|\n\nConsole Games\n\n|\n\nTipping Stars • Mini Mario & Friends: amiibo Challenge • Mario vs. Donkey Kong\n\n|\n\nMario Bros.\n\n|\n\nArcade\n\n|\n\nMario Bros.\n\n|\n\nNES\n\n|\n\nMario Bros.\n\n|\n\nFamicom Disk System\n\n|\n\nKaettekita Mario Bros.\n\n|\n\nPC-88\n\n|\n\nPunch Ball Mario Bros.\n\n|\n\nVirtual Boy\n\n|\n\nMario Clash\n\n|\n\nGame Boy Advance\n\n|\n\nMario Bros. Classic\n\n|\n\nMario's Picross\n\n|\n\nGame Boy\n\n|\n\nMario's Picross (Prototype) • Picross 2\n\n|\n\nSNES\n\n|\n\nMario's Super Picross\n\n|\n\nCaptain Toad\n\n|\n\nWii U\n\n|\n\nTreasure Tracker\n\n|\n\nNintendo Switch, Nintendo 3DS\n\n|\n\nTreasure Tracker\n\n|\n\nDonkey Kong\n\n|\n\nArcade\n\n|\n\nDonkey Kong • Donkey Kong Jr.\n\n|\n\nAtari 8-bit family\n\n|\n\nDonkey Kong (Prototype)\n\n|\n\nNES, Famicom Disk System\n\n|\n\nDonkey Kong • Donkey Kong Jr.\n\n|\n\nGame Boy\n\n|\n\nDonkey Kong\n\n|\n\nLuigi's Mansion\n\n|\n\nGameCube\n\n|\n\nLuigi's Mansion\n\n|\n\nNintendo 3DS\n\n|\n\nDark Moon • Luigi's Mansion\n\n|\n\nArcade\n\n|\n\nLuigi's Mansion Arcade\n\n|\n\nNintendo Switch\n\n|\n\nLuigi's Mansion 3 • Luigi's Mansion 2 HD\n\n|\n\nPrincess Peach\n\n|\n\nNintendo DS\n\n|\n\nSuper Princess Peach\n\n|\n\nNintendo Switch\n\n|\n\nPrincess Peach: Showtime!\n\n|\n\nAdobe Flash\n\n|\n\nSuper Princess Peach: Parasol Fall\n\n|\n\nWrecking Crew\n\n|\n\nNES, Famicom Disk System\n\n|\n\nWrecking Crew\n\n|\n\nSNES\n\n|\n\nWrecking Crew '98\n\n|\n\nArt\n\n|\n\nConsole Games\n\n|\n\nMario Paint (Prototype) • Mario Artist: Paint Studio (Prototype) • Mario Artist: Talent Studio • Mario Artist: Communication Kit • Mario Artist: Polygon Studio\n\nI am a Teacher: Super Mario no Sweater • Mario no Photopi\n\n|\n\nHandheld Games\n\n|\n\nJaguar Mishin Sashi Sen'you Soft: Mario Family • Photos with Mario\n\n|\n\nEducational\n\n|\n\nComputer Games\n\n|\n\nMario is Missing! • Mario's Early Years • Mario Teaches Typing\n\n|\n\nConsole Games\n\n|\n\nMario is Missing! (SNES, NES) • Mario's Time Machine (SNES, NES) • Mario's Early Years (Fun With Letters, Fun With Numbers, Preschool Fun)\n\n|\n\nMisc.\n\n|\n\nArcade Games\n\n|\n\nMario Roulette\n\n|\n\nComputer Games\n\n|\n\nMario's Game Gallery (DOS, Mac OS Classic)\n\n|\n\nConsole Games\n\n|\n\nMario & Wario • Yoshi's Safari • Undake 30: Same Game Mario Version • Hotel Mario (Prototype) • Super Mario's Wacky Worlds • Fortune Street\n\n|\n\nHandheld Games\n\n|\n\nAlleyway • Mario Clock • Puzzle & Dragons: Super Mario Bros. Edition\n\n|\n\nWeb Games\n\n|\n\nBowser's Diary Quiz • Heads-Up • Which Mushroom Kingdom Character Would Be Your BFF?\n\n|\n\nCompilations\n\n|\n\nDonkey Kong, Donkey Kong Jr., Mario Bros. • 3-in-1 Super Mario Bros. / Duck Hunt / World Class Track Meet (Prototype)\n\n|\n\nCompetitions\n\n|\n\nNintendo World Championships 1990 • Nintendo Campus Challenge 1991 • Nintendo Campus Challenge 1992 • Nintendo PowerFest '94\n\n|\n\nSee Also\n\n|\n\nDonkey Kong • Game & Watch • Wario • Yoshi • Super Smash Bros.\n\n|"}