![]() ![]() In order to reach the Game Over screen, Mario must die while his Life Counter is currently on 0. Unlike his Super Mario World counterpart, when he reaches 0 lives, he does not gain a Game Over. When his game is booted up, he always starts with a total of 4 lives. Like he does in every core Mario game up until Super Mario Odyssey, the Mario of Super Mario 64 has a Life Counter. His health will also be refilled automatically if returning to the Castle after collecting a Power Star or dying. His Power Meter will be replenished by Coins, Spinning Hearts, or the Surface of water. An alarm sound will also play underwater during red, as his Power Meter also acts as an air meter. ![]() In red state, Mario will not fall asleep, as his idle animation will be a tired and weak expression, shown to be panting. When there are 2-1 wedges remaining, the wedges are red. When 4-3 are left the wedges become yellow. When there are 6-5, the wedges are green. When 8-7 wedges are remaining, his Power Meter wedges are blue. He has a total of 8 Wedges, which changes colors depending on how much health he has remaining. ![]() Mario's Power Meter stands for his increments of health. He can do this with his Cap, or any of the three Cap power ups in-game. If Mario were to perform a glitch that allowed him to put on a Cap while simultaneously putting on another Cap, he would end up holding his Cap until accessing a Teleport, leaving the level, or putting on another type of Cap. Mario's Cap landing underneath the Power Star in In the Deep Freeze. Unlike his Super Mario 64 DS counterpart, Mario's Cap is not required to use the power of the Wing Cap, or other Power Ups, whereas, if SM64DS Mario were to hit a ? Box capless, a Bob-omb would come out. Mario will lose his Cap when attacked by Klepto, when blown by Fwoosh, when picking up Ukiki by the waterfall, or when blown by the Snowman. When Mario becomes Capless, however, a Goomba would deal 2 Wedges of damage instead. For example, being attacked by a Goomba would normally deal 1 Wedge worth of damage to Mario. Mario's Cap protects Mario from taking extra damage when he is attacked by enemies, burned, squashed, or injured by fall damage. When Mario performs First-Frame Wall Jumps, he will conserve his momentum, meaning that he could theoretically Wall Jump between two walls that are several miles away. He cannot Wall Jump off from invisible walls. ![]() This requires precise timing, as unlike his more recent counterparts, he does not slide when preparing to Wall Jump, but bumps backwards. If he jumps again after jumping into the wall, then he will jump to the other side. Mario is capable of performing a move known as the Wall Jump. Diving midair helps after performing a Triple Jump, as he will be thrown farther into the air, especially with a Wing Cap on. Unlike his counterparts appearing in Super Mario 64 DS and Super Mario Odyssey, the Midair Dive does not give him extra time in the air. If he is slower, he will perform a Punch instead. He'll perform a Dive if he's running at a specific speed. The Dive is an attack that'll help Mario recover from damage before he strikes the ground. Blizzard, Rocks thrown by Monty Moles, and Bullets fired from Snufits. This height is not perfect, and is only really needed to dodge incoming Snowballs thrown by Mr. While crouching, if Mario performs a jump, he will flip in a backwards direction to gain some height. After he gains enough M-Speed, he will be fired backwards and through certain walls, sometimes even into areas classified as Parallel Universes. By doing this, he will gain increments of M-Speed, or Negative Speed Units. In versions of Super Mario 64 before the Japanese Shindou update, there is a glitch commonly known as the Backwards Long Jump or BLJ that could be performed if Mario were to Long Jump and move backwards up certain slopes, elevator lifts, and places he'll touch the floor at a quick rate. By running, crouching, and then timing a jump, Mario will leap forward to reach places he couldn't naturally reach. Mario can reach great distances using the Long Jump. Triple Jumps are the greatest way for Mario to gain height, and are one of the ways to start flying when equipped with the Wing Cap. He can stand in place and do a Double Jump before moving forward to get a Triple Jump. He doesn't need to Double Jump while running though. In order to perform one, however, he must jump consecutively while moving in a forward direction. This Mario is the first to be able to perform a Triple Jump. The Mario originating from Super Mario 64 may not be the first Mario to travel on a Z axis, but he is the first with complex abilities to assist him on his quest to save Princess Toadstool and reclaim the Power Stars. ![]()
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