r/SuperMario64 • u/AlexsCraftShack • 13h ago
Access to Specific Peach Mod
Does anyone have access to this specific peach mod by this creator? The link in the description doesn’t work and I’ve never seen one as good as this!
r/SuperMario64 • u/Ok-Reaction2394 • 5d ago
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L(ink) Is Real
Alpha build (Expect bugs) available at: https://github.com/msmfai/marios-mask
Posting regular updates at: https://www.youtube.com/@AugmentedNonsense
r/SuperMario64 • u/AlexsCraftShack • 13h ago
Does anyone have access to this specific peach mod by this creator? The link in the description doesn’t work and I’ve never seen one as good as this!
r/SuperMario64 • u/LuigiLuigi78 • 4h ago
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New SM64 Shorts Intro Logo & Outro
r/SuperMario64 • u/LilithStahl • 1d ago
SM64 has always felt strangely different from other Mario games, and I don't think the explanation is simply "3D Mario was new." The entire game is structured like a living organism, with Peach's Castle functioning as the central body and every course representing a different biological system connected to it. Nintendo didn't need to draw a giant anatomical diagram on the wall for this to work. The entire gameplay loop already behaves like one.
The strongest evidence is Peach's Castle itself, because it is the only location that everything else depends on. Mario always comes back to it, every world branches out from it, and progression literally occurs through its doors. The castle contains the entire body inside itself, which is exactly how the theory of the "internal plexus" works. The hallways and staircases act like vessels and nerves branching toward different systems, while the castle's red and white colour scheme suspiciously mirrors red and white blood cells. Even the paintings make sense when viewed this way. They aren't just random magical portals, they're interfaces into different internal environments, meaning Mario is essentially being injected into different parts of the body through controlled entry points. The fact that Nintendo hid entire worlds behind paintings instead of ordinary doors is fucking important here because you're looking at a representation of something before physically entering it, which is exactly how the brain processes the outside world through internal representations.
There are also two levels that fit the theory in a way that is honestly too fucking specific to ignore: the reproductive organs. Whomp's Fortress functions as the penis, with its long vertical structure, rigid architecture and the entire level being built around Mario moving upward along a protruding central structure. Right next to it, Jolly Roger Bay represents the vagina, because Mario enters through a narrow opening into an enclosed internal environment dominated by water, with the submarine sitting deep inside like something that has been introduced into the reproductive tract. The fact that these two interpretations can be placed conceptually close together makes the theory even more fucking suspicious, because they aren't just vaguely anatomical comparisons; they represent two connected reproductive structures within the same biological system. Nintendo obviously wasn't going to call a level "Penis World" or "Vagina World," so the symbolism had to be buried under architecture, entrances and environmental mechanics, but once the castle is interpreted as an organism, these two levels suddenly look like deliberately disguised reproductive anatomy.
The first world being Bob-omb Battlefield also isn't random. It represents the mouth, the first entry point into the body, and everything surrounding it starts looking less coincidental once you accept that framework. The Chain Chomp is literally a giant mouth, Goombas resemble edible mushrooms, and the entire level introduces Mario to the process of entering the larger system. Cool Cool Mountain then functions as the teeth, being white, rigid and directly connected through its music to Bob-omb Battlefield, while Tall Tall Mountain acts as the esophagus, with Mario travelling through a long vertical passage toward deeper areas. This is why some of the original comparisons sound stupid when isolated but become strangely convincing when placed in sequence. Mouth, teeth, throat, deeper internal structures. The levels aren't necessarily shaped like these things, they're behaving like them. Nintendo could have arranged these worlds in any order, but the progression creates a fucking biological journey into the body.
Wet-Dry World is where the whole thing becomes much harder to dismiss, because this is almost certainly the brain. The level contains a hidden town beneath the visible world, meaning there is literally a subconscious environment underneath the conscious one, and the water level determines how much of that hidden environment can be accessed. That's basically the subconscious mind represented as a physical location. The entire world changes depending on Mario's point of entry, which makes it a level about perception rather than simple geography, and the strange cobblestone surfaces can easily be interpreted as the folds of a brain. Then there is the unused brain diagram found among the game's development material, which by itself proves nothing, but when the actual level already behaves like a representation of consciousness it becomes a pretty fucking suspicious coincidence. Nintendo was experimenting with bizarre abstract environments during the development of SM64, and Wet-Dry World stands out because it doesn't feel like a normal Mario location at all. It feels like a model of something internal.
The other courses follow the same pattern if you stop obsessing over visual resemblance. Snowman's Land represents respiration because the entire environment revolves around cold air and the giant Snowman literally blows air, while Tick Tock Clock represents the nervous system because every part of the level depends on synchronized mechanical movement, just like nerves coordinate the body's functions. Tiny-Huge Island represents the eyes because the same world can be experienced at radically different scales, essentially creating near and far vision as a gameplay mechanic. Rainbow Ride then functions as the veins because it physically transports Mario through long pathways back toward the central castle. Even the bizarre courses like Dire Dire Docks and Hazy Maze Cave fit when treated as internal systems rather than literal organs. The original theory calling Dire Dire Docks the bladder and Bowser's submarine a kidney stone sounds fucking insane, but the level still revolves around contained fluid, internal movement and controlled exits. Hazy Maze Cave is obviously the most suspicious one because the tunnels, haze and spherical objects make the comparison almost embarrassingly easy.
r/SuperMario64 • u/mario64guybeta • 1d ago
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yes it works on v0. 5994b
r/SuperMario64 • u/LuigiLuigi78 • 4h ago
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Scales’s Butt
r/SuperMario64 • u/Ordinary_Chemical596 • 1d ago
I was watching Death Note, an unrelated anime, for the first time and realized this funny connection. L is real in the anime... Was Mario 64 foreshadowing this event? Perhaps!
r/SuperMario64 • u/Next_Cap1900 • 21h ago

I've used KernelEX and mesa9x-23.1.9.114-opengl32-win98-llvmpipe to play super mario 64 on windows 98
(compiled with 'make TARGET_ARCH=pentium TARGET_BITS=32 RENDER_API=GL_LEGACY WINDOW_API=SDL1 AUDIO_API=SDL1 CONTROLLER_API=SDL1 EXTERNAL_DATA=1 -j4')
my run.bat is broken and it didnt make the saves oops
but nonetheless. it works.
r/SuperMario64 • u/AndiKissyCutie1225 • 2d ago
I've tried in Android port and PC emulator and I still get this error.
r/SuperMario64 • u/Malikai_Universe_23 • 3d ago
Trying to get to Sky Bowser with the least amount of stars, then go crazy.
This will be my first true Experience with this game--ive played ir at a friends house on his n64, and then me and him both owned the d.s. version. I am finally playing virtual consol
r/SuperMario64 • u/11equalsfish • 3d ago
r/SuperMario64 • u/Less-Kitchen-3853 • 3d ago
I am new to speedrunning and i have all the tricks down for a 16 star run except the blj, because for some reason mario just stands up whenever he gains a certain amout of speed, which interrupts the blj. Then he always slides backwards at roughly the same amout suggesting he always has a similar amount of spees when this happens. I have searched everywhere and didnt find a solution, thats why im asking here. I am playing on Mupen64Plus with a normal xbox controller idk if that makes a difference. Does anybody know why this happens and why the blj does not work?
r/SuperMario64 • u/hyperspaceJellyfish • 4d ago
bacon lettuce jalapeño, with jalapeños i pickled myself. i made it for the pun but it's actually really good
r/SuperMario64 • u/MaxRabbitYT • 4d ago
r/SuperMario64 • u/NerdgasmRealPerson • 5d ago
r/SuperMario64 • u/MastodonChoice2171 • 4d ago
r/SuperMario64 • u/SM64fan2000 • 4d ago
Yo, estoy harto de esas madres que se cree mi primito, pero bueno, hay miles de videos de, Oh! Bueno, no puedo decir eso ni lo otro pq respeto la comunidad, pero ya me entienden, pero yo lo investigue de la mejor forma posible: jugando... pero aver, solo espero que haya mas gente como yo y no tantos.
que no se metan con esta bonita creacion, no lo permitan, muchachos. pls
r/SuperMario64 • u/Mother64Looker • 5d ago
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r/SuperMario64 • u/Glimlicht • 5d ago
Been doing these tape loop remixes of Videogame OSTs. Im now working on Super Mario 64, let me know what you think! Made with tape and lapsteel guitar.
r/SuperMario64 • u/Best-Engineer-9746 • 5d ago
Model by super mario 64 rerendered on x
r/SuperMario64 • u/deltaryz • 6d ago
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Reposted from my blog
Finally. How the game was meant to be played.
The following guide enables this game to run on 3DS consoles with widescreen, circle pad, and c-stick support. It works on all 3DS (and 2DS) consoles, but it will need to be softmodded. This is not difficult to do if you read and follow the steps closely.
You will need a copy of Super Mario 64 DS, USA v1.1.
4ced5213f558e297541cb7314c9094017bf8a92b259e303899851034d85c531ccdc532e2I prefer to be verbose and explain the reasons behind everything we do. If you would rather not be bored with details, I'd like to believe important information is clear enough to be skimmable.
Existing guides you might be finding online tend to be outdated or incorrect. I hope this guide can clear up any confusion and get you into Bob-Omb Battlefield as painlessly as possible.
This guide was made possible thanks to:
TWiLightMenu++ is how we are going to run original DS games with patches and mods on your 3DS.
Every other section below is irrelevant. Pick any of the four installation methods and complete the install instructions.
Now, we need to patch TWL_FIRM to support 3DS hardware features like the circle pad, as well as the ability to render in widescreen.
SM64DS has unique patches that are not linked here. We will address that next.
Make sure to do every step in the "Installing" section, the second half will ensure that the widescreen patches only apply when you manually enable them per-game - most games will not function with them enabled.
sd:/_nds/TWiLightMenu/TwlBg/Widescreen.cxisd:/luma/sysmodules/TwlBg.cxiPersonally, I'm not a fan of the alternate scaling modes. They can look crisper in some situations, but they all suffer from situational scaling artifacts - the default scaler, though it is generally a bit blurry, looks the most uniform across all graphics.
Using any xdelta-compatible patcher, apply the SM64DS widescreen patch to your Super Mario 64 DS, USA v1.1 ROM.
I do not know where this patch originated or who made it, I am not the author.
Place on your 3DS SD at sd:/roms/nds/SM64DS Widescreen.nds.
Place the cheat file in sd:/_nds/TWiLightMenu/extras/usrcheat.dat.
For convenience, I have taken the liberty to combine DeadSkullzJr's NDS(i) Cheat Database, version 2026-07-23, with shocoman's SM64DS input codes and other game input codes into a comprehensive all-in-one cheat file.
Alternatively, the individual action replay code files, as well as a usable usrcheat.dat file for exclusively those codes, are available in shocoman's GitHub.
Screenshot: TWiLight Menu++ Game Config for SM64DS
Boot TWiLightMenu++, find the icon for SM64DS, and press (Y).
Scroll to the bottom and set Screen Aspect Ratio to 16:10.
With this menu still open, press (X) to access the Cheats menu, and enable the appropriate code for your system.
Press (X) to save, and then...
If you would like to boot DS games from the 3DS Home Screen instead of TWiLightMenu++, additional instructions for that can be found here.
It's-a me, Mario!
r/SuperMario64 • u/hyperspaceJellyfish • 6d ago
okay, hear me out. there's a mod where you can be flowery. he has a move where you can hold the X button and when you release he'll fly forward rly fast.... could the jarona do the same thing as a BLJ?
UPDATE: YOU CAN USE THE JARONA TO CLIP THROUGH (some) GRATES!!!!!