Super Mario 64 120-Star Reward: Yoshi and the Castle Roof
Super Mario 64 does not announce your 120th Power Star. The reward is outside: a cannon grate that stops loading, Yoshi on the castle roof, and a gift that quietly resets the next time you load your file. Here is what 120 stars changes, checked against the wikis and the decompiled code.

Grab your 120th Power Star and Super Mario 64 says nothing. The game's star-count messages, the pop-ups that tell you what your new total has opened up, are keyed to 1, 3, 8, 30, 50 and 70 stars in the decompiled source, and the list stops there. The reward for finishing the game is real. It is just sitting outside, on the roof, and the game leaves you to notice that a metal grate by the lake has stopped loading.
This covers the N64 original and the builds that run its code (Super Mario 3D All-Stars, which emulates the 1997 Rumble Pak revision, and Nintendo Switch Online's N64 app): what 120 stars changes, how to get up there, what Yoshi's gift actually does, and why most of it is gone the next time you load your save.
What 120 stars actually changes
Getting to 120 means clearing every course and all 15 castle secrets — the secret stars guide has the full accounting. Once your file hits the number, here is what responds to it, going by the wikis and a search of the decompiled code for star-count checks:
| What changes | Where | What you get |
|---|---|---|
| The cannon grate disappears | Castle Grounds, by the lake | A cannon that fires you onto the castle roof |
| Yoshi appears | Castle roof | Lives topped up to 100 and a special triple jump |
| The Big Penguin gets huge | Cool, Cool Mountain's slide cabin | A fatter rematch with new "out of shape" dialogue, and no new star |
| Bowser's last speech changes | Bowser in the Sky, after the final fight | He admits there were 120 stars, including some in the castle he missed |
The first two are the reward. The Big Penguin detail is covered in the Cool, Cool Mountain guide; per the decompiled code, his race logic does not change at all. The game just scales him up and gives him a much wider collision cylinder, which is a bigger thing to get around on a narrow slide.
The Bowser line is a small one worth seeing once. The game checks your star count at the moment he is defeated for the last time, so you only get the 120-star version if all 120 are already on the file. If you finished him off before collecting everything, that means a rematch. The Super Mario Wiki notes that Super Mario 3D All-Stars changes "Control Stick" to "L Stick" in his sign-off.
What does not change: there is no 121st star, no new course, and no Luigi. That last one has its own long history, covered in Super Mario 64 myths and rumors, debunked.
The cannon by the lake has nobody to talk to

From where Mario starts outside the castle, head right. There is a lake, and on a small beach beside it sits a cannon under a metal grate.
In the courses, a cannon opens when you talk to its Bob-omb Buddy. This one is built differently. The decompiled level data places the castle cannon as an already-open cannon, and the thing stopping you is a separate grate object that checks your file's star total when the area loads and deactivates itself at 120 or more. There is no one to find and nothing to press. Walk up, hop in, and aim high at the castle roof.
Land on the flat section around the central tower. The roof has slanted edges, and you want to be on the level part for the conversation that follows.
What's on the roof

Three things, per the Super Mario Wiki's Mushroom Castle page and the level's object list:
- Yoshi, walking between four spots on the flat section: near the cap block, near the central spire, near the back-right corner, and the middle of those three.
- Three 1-Up Mushrooms, sitting out in the open. Easy lives, though Yoshi is about to make them pointless.
- A red cap block holding a Wing Cap. Like every red block, it only works once the red switch in the Tower of the Wing Cap has been pressed. The cap guide covers that switch.
The Wing Cap is the one to play with. It is the only cap the Super Mario Wiki's statistics list for the whole Mushroom Castle area, and wearing it you can take off with a triple jump, even from a standstill, which makes the grounds around the castle a free flying course for the length of the cap.
Yoshi's gift: lives to 100 and a new jump
Walk up to Yoshi and talk to him. He opens with a typo that has been in the English N64 text since 1996, "It that really you???", then asks whether Mario really beat Bowser and got the stars back. The rest of his speech passes on a thank-you message from the developers, signed by the Super Mario 64 Team. The European English build trims the last lines of that message, the part promising a little something to keep you playing, according to the decompiled text files.
Then the gift. Two details hide inside the shorthand "100 lives":
- He does not add 100 lives. He counts your life counter up until it reads 100. Show up with 82 lives and you get 18. The game clamps lives at 100 anyway, so this is simply a full tank.
- Your triple jump becomes a special triple jump for the rest of the session. The one exception is the Wing Cap: wearing it, a triple jump still launches Mario into flight instead. More on that below.
After that he walks to the edge of the roof and jumps off toward the waterfall, and he does not come back until you next load the file. If you never talk to him, he stays up there, and the History of Yoshi page on the Super Mario Wiki notes he can be seen on the roof during the end credits. The code agrees: while he is waiting on a 120-star file, Yoshi moves to a spot overlooking the castle once the ending plays.
What the special triple jump actually does
This is the part of the reward you will actually feel. Ukikipedia's action pages and the decompiled movement code give the details:
| Normal triple jump | Special triple jump | |
|---|---|---|
| Input | Third jump in a chain, with enough running speed | Identical |
| Maximum height | Standard | The same as the normal one |
| Height control | Fixed, however long you hold A | Responds to how long you hold A |
| Landing | Normal landing, fall damage applies | Bounces once, then lands, with no fall damage |
| Hitting a wall | Can go into a wall kick | Bounces off; no wall kick |
| B and Z mid-air | Dive and ground pound | Same |
| Look | Front flip | Forward spin trailing sparkles |
The fall damage line is the big one. The health guide lays out the two fall-damage thresholds, 2 wedges and 4 wedges, and the special triple jump's own landing skips the fall-damage test the normal triple jump runs. Cancel it into a dive or a ground pound and those moves land by their own rules, but ride it out and the height of the drop does not matter. Triple-jumping off a high ledge instead of climbing down becomes a free option.
One correction to the Super Mario Wiki. Its Triple Jump page describes the special version as making Mario invincible to enemy attacks as well as falls. The decompiled action definition does not carry the game's invulnerability flag, so the interaction code treats it like an ordinary jump. Treat it as fall-damage insurance, not armour.
The wall behaviour costs you something too. If you chain wall kicks off a triple jump anywhere (the movement guide covers wall-kick timing), expect Mario to bounce off the wall instead of kicking.
The gift resets every time you load the file
Here is the catch. When you pick a file on the file select screen, the game runs one setup routine, and the decompiled source shows it doing three relevant things:
- Your lives are set to 4. Lives are not part of your save.
- The special triple jump is switched off.
- Yoshi is marked as not yet visited, so he is back on the roof.
So the 100 lives and the sparkle jump last for that session only. Reset the console, power off, or go back through the file select screen, and you are on 4 lives with a normal triple jump. The upside is that the gift can be claimed again, once per session, every session. If you want the sparkle jump for a 100-coin run or a trip up Tall, Tall Mountain, fire yourself onto the roof first.
Two ways the roof can softlock you
Both are documented, and both are avoidable.
Yoshi walking off the roof. The Super Mario Wiki's glitch list and Ukikipedia both describe Yoshi occasionally stepping onto the slanted part of the roof and walking straight off it. If he falls while you are away, the game respawns him. The problem is talking to him while he is on the slope or mid-step off it: he cannot reach the spot he jumps from, and the scene never ends. Ukikipedia traces the first mention of him falling off to a 2003 FAQ, with the first video of the softlock in 2007. The fix is simple: talk to him on the flat section, ideally while he is standing still.
The Japanese 1,000-coin bug. On the original Japanese cartridge only, Ukikipedia documents a coding mistake that sets Mario's lives to -25 whenever he holds 1,000 or more coins. Talk to Yoshi in that state and his count-up can never reach 100, so the scene hangs. The decompiled source shows the fix going into every later build it covers: North American, European, Shindou and iQue. Ukikipedia credits pannenkoek with first documenting it in July 2016.
Getting up there before 120 stars
The roof is reachable early. The Super Mario Wiki's glitch list documents the method: from the right side of the castle, triple jump onto the grassy slope, drifting slightly left during the second jump. Mario starts sliding, and a quick jump from there grabs the edge of the roof. Ukikipedia lists a triple-jump route up as well.
It gets you the view and nothing from Yoshi. His object checks your star total when the area loads and switches itself off on any file under 120, so there is nobody up there to talk to.
Super Mario 64 DS moves it to 150

The remake keeps the roof, the cannon and the three 1-Ups, but swaps out the rest. Yoshi is a playable character there, and the Super Mario Wiki's Castle Grounds page notes he starts the DS game asleep on that same roof, so he cannot also be the reward.
| N64 original | Super Mario 64 DS | |
|---|---|---|
| Cannon opens at | 120 Power Stars | 150 Power Stars |
| Waiting on the roof | Yoshi | Luigi's final green rabbit |
| The reward | Lives topped to 100, special triple jump | Catching the rabbit as Luigi gives the key to the Super Mario Slot minigame |
| The red block gives | Wing Cap | Power Flower, or Wings if you are Mario |
| Big Penguin rematch | At 120 stars | At 150 stars |
If you are coming to the remake fresh, the version differences guide explains where the other 30 stars come from.
The roof has stuck around, too. Super Mario Odyssey puts a Yoshi egg on top of Peach's Castle in its Mushroom Kingdom, which the Super Mario Wiki records as a nod to Super Mario 64.
Quick Action Checklist
- At 120 stars, go right from the castle start to the lake; the cannon on the beach is uncovered, with no Bob-omb Buddy needed.
- Aim for the flat part of the roof around the central tower, not the slanted edges.
- Talk to Yoshi on the flat section, preferably while he is standing still, to avoid the walk-off softlock.
- Expect your lives to count up to 100, not to gain 100; the game caps lives at 100.
- Use the special triple jump for fall-damage-free drops, but do not count on it against enemies, and do not expect it to wall kick.
- Grab the roof's Wing Cap (red switch required) and triple jump to fly around the grounds.
- Refight Bowser in the Sky on a 120-star file once to see his alternate final speech.
- Remember the lives and the sparkle jump vanish when you next load the file. Yoshi comes back, so you can collect them again.
- On Super Mario 64 DS the cannon waits for 150 stars and the roof holds Luigi's minigame rabbit instead of Yoshi.
Frequently Asked Questions
What do you get for collecting all 120 stars in Super Mario 64?
How do you get on the castle roof in Super Mario 64?
Does Yoshi give you 100 lives in Super Mario 64?
What does the special triple jump do in Super Mario 64?
What is on the castle roof in Super Mario 64 DS?
Keep Reading
- Mushroom Castle (Super Mario 64) — Super Mario Wiki
- Castle Grounds — Super Mario Wiki
- History of Yoshi — Super Mario Wiki
- Triple Jump — Super Mario Wiki
- Cannon — Super Mario Wiki
- Cap Block — Super Mario Wiki
- Rabbit — Super Mario Wiki
- Big Penguin Race — Super Mario Wiki
- Bowser in the Sky — Super Mario Wiki
- List of Super Mario 64 glitches — Super Mario Wiki
- Yoshi — Ukikipedia
- Special Triple Jump — Ukikipedia
- Triple Jump — Ukikipedia
- Castle Grounds — Ukikipedia
- yoshi.inc.c — Super Mario 64 decompilation (n64decomp)
- castle_cannon_grate.inc.c — Super Mario 64 decompilation (n64decomp)
- level_update.c — Super Mario 64 decompilation (n64decomp)
- mario_actions_cutscene.c — Super Mario 64 decompilation (n64decomp)
- racing_penguin.inc.c — Super Mario 64 decompilation (n64decomp)
- sm64.h action definitions — Super Mario 64 decompilation (n64decomp)
- config.h version bug-fix flags — Super Mario 64 decompilation (n64decomp)
- mario_actions_moving.c — Super Mario 64 decompilation (n64decomp)
- bowser.inc.c — Super Mario 64 decompilation (n64decomp)
- Castle Grounds level script — Super Mario 64 decompilation (n64decomp)
- Castle Grounds object placements — Super Mario 64 decompilation (n64decomp)
- English dialog text — Super Mario 64 decompilation (n64decomp)
Related Guides

Super Mario 64 Snowman's Land Guide: All 7 Stars
Snowman's Land looks like the throwaway snow level, and the wiki record on it backs that read up in one specific way: it is the only one of the game's 15 main courses with no Blue Coins at all. What it does have is two freezing ponds that hurt you in two different ways, an enemy species that appears nowhere else in the game, and a cap-stealing snowman nobody warns you about. Here is every star, the full 127-coin breakdown, and the course's last remaining gap in this vertical.

Super Mario 64 Jolly Roger Bay Guide: All 7 Stars
Jolly Roger Bay is the only main course in Super Mario 64 with no Star Marker, and it hides two separate treasure chest puzzles that open in two different orders. Here is every star for both games, the eel you have to lure out twice, the version that only exists after you've earned the first star, the full 104-coin breakdown, and the mission order Super Mario 64 DS actually reshuffles rather than just extends.

Super Mario 64 Whomp's Fortress Guide: All 7 Stars
Whomp's Fortress is the second course in Super Mario 64, and your star selection swaps out the building itself. The Whomp King and the tower occupy the same spot at the top of the fortress, and which one is standing there depends entirely on the star you picked from the menu. Here is the mission list for both games, the three course versions and what loads in each, the full 141-coin breakdown, the ten-coin Whomp drop, and all four 1-Ups.

Super Mario 64 Bob-omb Battlefield Guide: All 7 Stars
Bob-omb Battlefield is the one course every Super Mario 64 player has finished, and the one nobody has actually mapped. The mountain looks the same every time you enter it, but it is not: which star you select from the menu swaps out an NPC, a bowling ball and a Koopa shell, and changes how many of the 146 coins are even reachable. Here is the mission list in order for both games, the full coin breakdown, the cannon network, and the version mechanic the game never explains.

Super Mario 64 Beginner Guide: Your First 30 Power Stars
Super Mario 64 does not gate you on difficulty, it gates you on Power Stars. Here is exactly which doors need what, which stars are fastest to grab, and the route that gets a first-timer from one star to thirty without wandering the castle in circles.

Super Mario 64 Lethal Lava Land Guide: All 7 Stars
Lethal Lava Land is a course where the signature enemy deals literally zero damage and the floor does all the killing. Every star hangs on one decision you make in the first ten seconds — left or right at each of two path splits — and the two volcano stars send you in opposite directions from the same landing spot. Here is every mission, the full 133-coin breakdown, and the behaviours the game never explains.