Super Mario 64

Super Mario 64 was one of three (two in the US) launch titles for the Nintendo 64. Introducing the third dimension to the Mario universe, our favorite plumber goes around and collects Power Stars to whack Bowser and save his all-time favorite Princess.

Blargg


An eyeless, largely untextured model for Blargg, an enemy from Super Mario World, exists in the game. It has an animation which shows it jumping out of the lava, but there doesn't seem to be any functionality left.

Water Mine
Found in the water object set, but never used in the game, is an object very similar to the bombs that appear in the Bowser levels, but a bit smaller.

Small Chilly Bully
A smaller version of the Chilly Bully. There are large and small normal Bullies in Lethal Lava Land, but the only Chilly Bully in the game is a large-sized one in Snowman's Land.

Yoshi Egg
The Yoshi egg has a model, textures, and a bouncing animation. It's likely that Yoshi was planned to have a larger role in the game than he actually does.

Trampoline
Some sort of trampoline. It has no model in-game, and its behavior was never created.

Small Green & Red Koopa Shells
A pair of small Koopa shells, these have been found as only data, though they can be made to appear in-game via hacking. They are about the same size as Spiny shells, and have unusual blue bottoms. The shells can be found using GameShark codes. The shells have no use when using the codes.

Yellow Switch & Transparent Yellow Box
The yellow switch and the yellow box are quite similar to their red, blue, and green-colored brethren. This suggests there was another type of box (not necessarily the one in the final game) that needed to be activated with a switch. The yellow switch is always in its pressed state when spawned.

Early Solid Red Box
An early solid red box can only be found in the Wing Cap area, and probably served as a test for item boxes. The color changes depending on the angle viewed from.

Boo Key
The Boo Key was likely intended to be collected from a Big Boo upon defeat, as is shown in an early screenshot (right). The Japanese version actually has a key symbol for use in the HUD; this was replaced with a "Ü" in the European version, and removed completely in the US version.

Cactus
A texture which resembles a small, round cactus found in the Shifting Sand Land / Bob-omb MIO0 bank.

Cracked Ice
A texture depicting cracked ice. Possibly a leftover from one of the ice worlds.

Metal Wing Cap Mario
Via hacking, it is possible to give Mario both the Wing and Metal Caps at the same time, causing the wings on his cap to use this texture. There are no levels in the final game that allow you to wear both caps simultaneously.

Early Eye-Textures


Some early textures for Mario's eyes.

Debug Alphabet/Symbol Characters
These graphics only exist in the Japanese NTSC version.



V and Z were re-added in the PAL version.

Other Textures


What may have been intended to be the face of Lakitu's cloud (it goes without one in the final version), a rocky texture, a chain, an early blue version of Bowser's eye (seen in some early footage), what appear to be stairs, and a shaded circle.

Flowers


This environmental effect causes flowers to appear. Oddly, this unused flower was found in the graphics of Lethal Lava Land.

Blizzard
This effect creates a blizzard. It is still under investigation, but was likely meant for use in the snow-based levels.

Unused Text
Eh he he... You're mine, now, hee hee! I'll pass right through this wall. Can you do that? Heh, heh, heh! This comes right after the greeting spoken when you enter Big Boo's Haunt for the first time. This dialogue probably would have been spoken by a Boo (perhaps the Big Boo) in Big Boo's Haunt. However, the lack of a scripted event where you have to follow one through a wall means this is unused.

To see the text in-game, enter the following GameShark code in the US version:

The first line makes the text appear in white on a translucent black background, while the second line sets the dialogue value.

Painting Warp Oddity
The paintings inside the castle are actually split into three sections, left, middle, and right. These sections can be independently set to any warp destination in the game. In the released game, the three warp destinations are set the same, so this feature goes unused.

Cool Cool Mountain Slide
This slide was originally going to be a second part to Cool Cool Mountain, but was changed to a slide. There are several objects to confirm this:


 * a butterfly
 * an open cannon
 * several coins
 * a jumping fireball, unless the original behavior was overwritten.
 * a smashable ice square, model 0x37 in Snow Man's Land, behavior 0x1DA4 removed
 * spindrifts
 * original 2D animated stars, like in the pre-release videos. Behavior 0x2A10 is billboarded and 0x2A20 includes a texture animation rate command, suggesting these used to make up the star behavior. This also happens to be near the early checkerboard platform behavior.
 * A penguin whose behavior was unset or replaced with the static behavior
 * A static 3D object, like many others in SM64. It even uses the correct parameters, so the only mystery behind this object is what model 0x13 was.
 * a 3-star castle door.

Jolly Roger Bay
There is a third copy of the ship placed above the other two. It looks different, and uses an earlier behavior.

Dire Dire Docks
The Bowser door near the submarine has a shadow behind it that should have remained visible after the door opens, but it does not.

Game Functions + Text
See the Notes page for function text strings left in the production ROM.

Unreachable Coins
In the game there are two coins which can be seen, but cannot be collected without using glitches.



The first one is located in Snowman's Land. It is a solitary coin stuck inside the snowman at the wooden path at the side where you would climb it up. It may have been forgotten about by the developers during a level redesign, or simply ended up there as a mistake.



The second example is in Tiny-Huge Island, while the island is tiny. This one is very clearly a mistake, as the coin slope is flatter than the actual slope, causing it to submerge into the terrain. Normally, only the first coin (counting from the bottom) is visible. The second one cannot be seen, but is still collectible because its collision box peeks very slightly outside. The third coin, however, is unobtainable by normal means.