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Development:Super Mario 64 (Nintendo 64)/Models

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This is a sub-page of Development:Super Mario 64 (Nintendo 64).

Hmmm...
To do:
  • Most objects that use 2D spheres have 3D spheres commented out.
  • Find out whether there's any code for the models.

Mario

Directories: "sm64/shape/Player/Mario_old" "sm64/shape/Player/old"

Early Final
SM64-MarioOldEarlyLightingFront.png SM64-MarioFront.png
SM64-Early Mario Back.png SM64-Mario Back.png

Found in the Player directory next to the final Mario are the folders Mario_old and old, which collectively contain an earlier version of Mario. Differences to the final include a lower-poly head, harsher lighting, darker hair, and a slightly brighter sideburn texture. The early head can be seen in some prerelease builds of the game, like the Spaceworld '95 demo. This version of Mario also lacks many optional features from the final, mostly powerup and hatless head variants--though his LOD models are still present (they're visually the same as the final aside from the different lighting and head geometry). The files in old are dated December 7, 1995.

SM64 Mario old sideburn texture.png

m_momi_txt

Unused Hierarchies

RCP_MarioTitle

Two unused Hierarchies--data structures used for assembling geometry--exist for Mario in both sm64/shape/Player/hms_mario.c and sm64/shape/Player/old/hms_mario.sou called RCP_TitleMarioHierarchy and RCP_MarioTitle. The first one is basically just a simplified version of the high-poly Hierarchy, with the second one existing only to call RCP_TitleMarioHierarchy and scale it properly. As indicated by their names, they were meant to be used somewhere on the title screen.

Luigi

Directory: "sm64/shape/Player/Luigi"

High-Poly Model Medium-Poly Model Low-Poly Model
SM64 Luigi Transparent Model.png SM64 Mid poly luigi final.png SM64 Low Poly Luigi.png
Mario and Luigi seen running around during a showcase reel, shown during Shoshinkai 1995 (13:21).

Also found in the Player directory is a folder containing various unused Luigi models with textures. This is likely the same Luigi that can briefly be seen in the background of this video taken during Shoshinkai 1995, which captures footage of what appears to be Mario and Luigi running around a test map. This all lines up with the multiple reports by development staff that Luigi once existed in the game as a part of a planned 2-Player mode which, according to Shigeru Miyamoto, was ultimately scrapped mainly due to "memory issues" and the lack of a second controller bundled with the console.

Like Mario, Luigi has three LOD models, being the high-poly, medium-poly, and low-poly variants. The high and medium-poly models have textures applied and are in a mostly complete state, with a few exceptions such as floating during certain animations and having crooked hands, while the low-poly model is completely untextured and by far the most broken and unfinished of the three. Luigi features unique textures for his mustache, sideburns, and hat emblem, but lacks his own eye and button textures as it appears those would've been reused from Mario, as suggested by luigi.c and references in his model data. luigi.c--the file containing his texture and armature data--is also dated June 20, 1995, which indicates that he's based on an even older version of Mario than the one found in Mario_old/old.

Unused Segments

Segment names: "RCP_luigi_near12, RCP_luigi_near13, RCP_luigi_mid12, RCP_luigi_mid13"

High-Poly Model (with Unused Head and Torso) Medium-Poly Model (with Unused Head and Torso)
SM64 Luigi Near Poly.png
SM64 Luigi mid (with unused head and torso).png
Entirely vertex-colored head and torso segments exist for both the high and medium-poly models, which go unused in favor of the textured versions. There's evidence to suggest these once existed for Mario as well, but were later removed. The unused medium-poly head suggests both Luigi and Mario were going to have unique heads for their medium-poly models, rather than borrowing the head from their high-poly models. The lost medium-poly head for Mario possibly found its way into Mario Artist Polygon Studio.

Unused Hierarchies

RCP_TitleLuigi

Like Mario, there exist Hierarchies called RCP_TitleLuigiHierarchy and RCP_TitleLuigi, which were intended for the title screen.

NPCs

Peach

Directory: "sm64/shape/EnemyTest/old/peach.sou"

Early Final
SM64 Early Peach Model.png SM64 Peach Model.png
SM64 Peach's Legs.png SM64-Final Peach Legs.png

peach.sou contains an early, textureless version of Peach. Unlike in the final game, she actually has legs below her dress. The legs were likely scrapped due to how they'd never be seen during cutscenes, making them unnecessary.

Animations

peach_basic_skelton_anm peach_hello_anm peach_walk_anm
SM64-Early Peach animation 1.png SM64 PeachOldWaving.gif SM64 PeachOldWaving Feet.gif SM64 PeachOldWalking.gif SM64 PeachOldWalking Feet.gif

There are 3 animations present for this model: a static standing pose, a walking animation, and another where she walks before stopping to wave at something, presumably the camera.

Yoshi

Directory: "sm64/shape/EnemyTest/old/yoshi.sou"

Early Final
SM64-Yoshi.sou.png SM64 Yoshi Model.png
SM64 early yoshi shoes.png SM64-Final Yoshi's Shoes.png

yoshi.sou contains an early version of the Yoshi model. The main difference other than the lack of textures are the shoes, which feature fully modeled soles that were completely removed from the final version. Notably, this model was later repurposed for Mario Artist Polygon Studio.

Animations

yoshi_base_data_anm & yoshi_basic_skeleton_anm yoshi_run_anm yoshi_wait_anm
SM64 yoshi animations 1 and 2.png
SM64 YoshiOldWalking.gif SM64 YoshiOldIdle.gif

It has a few animations; the first two are static standing poses, with the other two being running and idle animations. He also floats in all of his animations, due to the model offset in the joint data.

Rabbit

Directories: "sm64/shape/keep/OLD/etc/rabbit.sou" "sm64/shape/keep/OLD/etc/rabbit.hms"

Early Final
SM64 Old Mips.png SM64 MIPS Model.png

An early version of MIPS, featuring a pink color scheme instead of the final yellow. It has a slightly different armature setup, causing the final animations to not play correctly on the early model. Pink rabbits were later used in the DS remake.

Animations

newrabbit_wait_anm newrabbit_run_anm newrabbit_down_anm newrabbit_waitcome_anm newrabbit_hold_anm
SM64 PinkRabbitIdle.gif SM64 PinkRabbitRunning.gif SM64 PinkRabbitGetUp.gif SM64 PinkRabbitIdleTurning.gif SM64 PinkRabbitHolding.png

5 animations are included in the model's .sou file, most of which are early drafts of the final's animations. newrabbit_down_anm is an early version of the unused falling animation left in the final game's data.


(Source: Alieneer/DerpDerp from "The Preservation Project" Discord server)

Ping

Directory: "sm64/shape/keep/OLD/etc/ping.sou"

Early Final
SM64 Early Ping Model.png SM64 FinalPenguin.png

An early version of the penguin model that can be seen in some prerelease builds, like the Spaceworld '95 demo. The model and textures are pretty different, with the whole body generally being much thinner than the final.

Strangely enough, this early design seems to have been used as reference for the odd-looking penguins used in Kellogg's 1996 Frosted Mini-Wheats promotion.

Enemies

Amenbow

Directory: "sm64\shape\enemy2_d\amembow/amenbow.sou"

Early Mockup with Unused Vertex Colors Applied Final
SM64-Amenbow.png
SM64-Amenbow (with Vertex Colors).png
SM64-Skeeter.png
animated_dash_anm

amenbow.sou contains an early version of Skeeter, which is fully 3D and lacks any lighting whatsoever. The 3D spheres and feet are the same as the unused geometry left over in the final game's data. The pupils are different as well, lacking lighting along with the rest of the model. Like the unused model parts from the final, vertex-colors exist but just aren't applied for some reason. Its animations are duplicates of the final's, except that the dashing animation is set to continuously loop as opposed to playing once.

Killer

Hmmm...
To do:
Add comparison and use a render and not a screenshot from in-game.

Directories: "sm64/shape/keep/OLD/etc/killer.sou" "sm64/shape/keep/OLD/etc/killer.hms"

An early version of Bullet Bill, which is exactly the same as the final except for lacking a shadow. The Bullet Bill shown in the 1995 B-Roll footage also lacks a shadow, so this might be the one from that build.

Early
SM64-Killer.sou.png

Walker

Hmmm...
To do:
Document his two walking animations.

Directories: "sm64/shape/EnemyTest/walker.shape" & "sm64/shape/EnemyTest/old/walker.sou"

walker.shape and walker.sou both contain an early version of the Scuttlebug, which can be briefly seen in footage from the Spring 96' build. Like the in footage, it has big angry eyebrows, strange-looking eyes, is missing fangs, and so on. Its body and eyes are also fully 3D spheres, something difficult to make out in the footage. The oddly colored eyes and legs are actually due to the fact that they're calling for an invalid vertex color, making this an error. All of its legs are only visible from one side, as back-face culling isn't enabled for them.

Early With Patched Vertex Color Final
SM64 ScuttlebugOld.png
SM64 ScuttlebugOld White.png
SM64FinalScuttlebug.png

Wallman

Directories: "sm64/shape/keep/OLD/etc/wallman.sou" "sm64/shape/keep/OLD/etc/wallman.flk"

wallman.sou contains the early version of the Whomp seen in the Shoshinkai '95 demo. Its textures are much simpler than the final's, and also lacks a shadow. It is internally referred to as "wallman", while the final Whomp is called "ichiro".

Early Final
SM64 Whomp Proto.png SM64FinalWhomp.png
SM64 Whomp Proto Back.png SM64-Whomp Back.png

Ichiro/Ichiro_falldown/Ichiro_walk

Hmmm...
To do:
Get a render without the added vertex color and add comparison.

Directory: "sm64/shape/enemy2_e/wallman"

The folder containing the final Whomp has several duplicates of another early version of Whomp, which go under various names. They're all missing vertex colors, their attack animations loop awkwardly, and the ones with armature data have a circular shadow type instead of a square type like the final. Despite the original .sou file no longer existing, animation source files still contain the model.

With Patched Vertex Color
SM64Internal Ichiro.png

Dosun

Directories: "sm64/shape/keep/OLD/etc/dosun.sou" "sm64/shape/keep/OLD/etc/dosun.hms" "sm64/shape/keep/OLD/etc/dosun.flk"

An early version of the Thwomp seen in the Spaceworld '95 demo and the '96 B-Roll build. Like in the Spaceworld demo, its shadow type is circular instead of square.

Early Final
BetaUrngh! Urngh!

Otos

Directory: "sm64/shape/keep/OLD/etc/otos.sou"

otos.sou contains an early version of the Bully with just one horn, similar to the Chill Bully boss from Snowman's Land. The small variant could be seen in the Shoshinkai '95 demo. It has an optional 3D body as well, just like the final.

Early With 3D Body Final
SM64 Old Otos In Game.png SM64-3D Otos.png SM64-Bully.png


The small and large Hierarchies.
RCP_HmsEnemyotos_basedata RCP_HmsEnemyBigotos_basedata
SM64-RCP HmsEnemyotos basedata.png SM64-RCP HmsEnemyBigotos basedata.png

Hana

Directory: "sm64/shape/EnemyTest/old/hana.sou"

Early With Patched Vertex Color Final
SM64 WigglerOld.png SM64 WigglerOld White.png SM64-FINAL-WIGGLER.png
hana_walk_anm

An early version of the Wiggler boss from Tiny-Huge Island, featuring fully 3D body parts. It may have only been a generic enemy at this point though, as supported by the file tag.cnf located in sm64/map/. It has just one animation, being its walk cycle. The model consists of a series of duplicate body segments joined together into one Hierarchy, while the final version works by having the head object spawn a series of other "body" objects behind itself. It also features 3 body segments instead of 4.

Utubo

Directory: "sm64/shape/enemy1_d/ubboo/utubo.sou"

utubo.sou contains an early version of Unagi, featuring a very different color scheme and an overall less threatening appearance. It only has two animations, which are its swimming and idle animations. The eyes and teeth of this early model are also commented-out in the final model's data.

Early (Left Side) Early (Right Side) Final
SM64 UnagiOld.png SM64-Utubo Right Side.png SM64-UnagiFinal.png

Monkey

Directories: "sm64/shape/keep/OLD/etc/monkey.sou" "sm64/shape/keep/OLD/etc/monkey.hms"

An early, textureless version of Ukiki. He's missing all but one of his final animations, which is the "being held" animation. His drop shadow is slightly larger than the final's, and he also lacks switch cases for wearing Mario's hat.

Early Final
SM64-UkikiOld.png SM64-UkikiFinal.png

Manta

Directory: "sm64/shape/EnemyTest/old/manta_old/"

Early (with Final Eye and Tail Parts) Final
SM64 MantaOld.png SM64-MantaFinal.png

The manta_old directory contains an incomplete Manta Ray model with harsher lighting. It was reconstructed with the final's eye and tail segments, as well as with the final's armature data. The main body texture also features red coloring not present in the final texture, which causes what looks like a cut on the left pectoral fin.

SM64-manta body txt.png

manta_body_txt

Bom_king

Directory: "sm64/shape/enemy1_c/bom_king/bom_king.sou"

bom_king.sou bom_king.sou (fixed vertex color) Final
SM64-Bomking.png SM64-BomKing White.png King-Bob-omb-SM64.png

bom_king.sou is an early version of the Big Bob-omb seen in Bob-omb Battlefield. At this point, he is textureless, has fewer animations, bigger eyes, and is rendered with polygons instead of billboards.

Furafura

Directory: "sm64/shape/enemy1_g/furafura/furafura.sou"

furafura.sou Final
SM64 SpindriftOld.png SpindriftFinalSM64.png

furafura.sou is an early version of the Spindrift. Its model matches the final except for different arms, a happy 3D mouth being present, the lack of eyes, and it being rendered with polygons instead of billboards. Interestingly, a more complete leaf and smiling mouth are hidden within the final model's transparent pixels.

Bat

Directory: "sm64/shape/enemy2_h/bat/bat.sou"

bat.sou Final
SM64 SwoopOld.png SM64-FinalSwooper.png

bat.sou is an early version of the Swooper. Its model matches the final except for it being rendered with polygons instead of billboards and having slightly different vertices.

Snow_man

Directory: "sm64/shape/enemy1_g/snow_man/snow_man.sou"

Unpatched Patched vertex color Final
SM64 SnowmanOld.png SM64 SnowmanOld White.png SM64-MR-BLIZZARD.png

snow_man.sou is an early version of the Mr. Blizzard. His model matches the final except for it being rendered with polygons instead of billboards and, notably, having a blue mitten.

Wanwan

Directory: "sm64/shape/enemy2_e/wanwan/wanwan.sou"

Unpatched Patched vertex color Final
SM64 ChainChompOld.png SM64 ChainChompOld White.png SM64-Chain-Chomp.png

wanwan.sou is an early version of the Chain Chomp seen in Bob-omb Battlefield. Its model matches the final except for it having shading on the body. It also has vertex eyes that not only are just orange squares with black lighting, but also are closer to the body.

Shark

Directory: "sm64/shape/keep/OLD/etc/shark.sou"

shark.sou Final
SM64-SushiOld.png SM64-SushiFinal.png

shark.sou is an early version of Sushi, as seen in the 1995 Shoshinkai version. Its model is much darker and has a white line from the top of its head to its fin. It also contains 7 textures rather than the final 3.

Omurobo

Directory: "sm64/map/Stage32/omurobo.shape"

omurobo.shape Final
SM64-Omurobu.sou.png SM64 Final Heave-Ho.png

omurobo.shape is an early, textureless version of Heave-Ho. It has a flag on its back instead of a wind-up key, and is a slightly different shape compared to the final model. The filename for this early version is a portmanteau of "omurice" (a type of Japanese omelet) and "robot," playing off of its appearance.

Carry_boy

Directory: "sm64/shape/basic_enemy/carryboy/carry_boy.sou"

carry_boy.sou Final
SM64-Carry boy.sou.png
SM64 Final Chuckya.png

carry_boy.sou is an unused version of Chuckya. Like Heave-Ho, it is textureless and has a yellow body, but its body and hands are also rendered with polygons instead of billboards. Additionally, the sphere (hair) on its head is purple instead of red. Applying the final's uvs to the eyes causes them to appear wider, almost circular. The animation source files still exist for this model.

Bom

Directory: "sm64/shape/keep/OLD/etc/bom.sou"

bom.sou bom.sou (2D body) Final
SM64 BobombOld.png SM64 BobombOld2D.png SM64-Bob Omb.png

bom.sou is an early version of the Bob-omb. It lacks eyes and can switch between using a 3D Ball or a 2D Ball in the header. Its animations are completely different, and animations for being held and for exploding exist.

Nokonoko

Directory: "sm64/shape/EnemyTest/old/nokonoko.sou"

nokonoko.sou Final
SM64-Nokonoko.sou.png SM64 Koopa Model.png

nokonoko.sou is an early version of the Koopa Troopa model, dated June 16th, 1995. The biggest difference is the shell. The shell, shoes, and head can still be found in the final game's data.

Objects

Dokan

Directory: "sm64/shape/keep/OLD/unused/dokan.sou"

SM64 Dokan.png

dokan.sou is an early version of the Warp Pipe model. This shape is referenced within an outdated model list file dated March 22nd, 1995, making this one of the oldest leftovers in the source code.

Autodoor

Directory: "sm64/shape/EnemyTest/old/autodoor.sou"

What appears to be an early version of the door model. All of its sides are red, except for one cyan face. Also contains a duplicate beta coin texture, used in a commented-out display list (using #if 0's). Interestingly, it appears the collision model for the final door object wasn't updated after its visual model changed, as it has the same shape as autodoor.sou.

Default Commented-Out DL Final Door's Collision Model Overlaid w/Autodoor
SM64-InternalMaterial-Autodoor.sou default model.png SM64-InternalMaterial-Autodoor.sou textured model.png SM64 autodoor collision.png

Mariotitle_cube

Directory: "sm64/map/title/shapes/mariotitle_cube.sou"

It's just a big cube, used as a test model for testing the title screen animation. Its colors change when viewed from a distance, possibly either to test color-change shading or to give it the effect of it "fading" into view on the title screen.

Mariotitle cube.sou.png SM64 Far away.png

Animed

Directory: "sm64/shape/enemy2_e/goal_flag/animed.sou"

animed.sou is an early version of the goal flag from the Koopa the Quick races. Interestingly, animation source files are intact for this model.

SM64Internal-AnimedAnimation.gif

Ana

Directory: "sm64/shape/keep/OLD/unused/ana.sou"

SM64 ana.sou.png

ana.sou is a rectangular platform with only 3 textures associated with it. There is no collision data found within this model, so it may have been deleted. The name of the brick texture, "obakabe00_txt", indicates it was originally meant for Big Boo's Haunt (or "Ghost House", as it was called at the time). f3yuka_txt also seems to be the same texture used for the castle steps in prerelease material.

Chair

Directory: "sm64/shape/EnemyTest/old/chair.sou"

A vertex-painted version of the chair seen in Big Boo's Haunt.

SM64-InternalMaterial-Chair sou imported.png

T_box2

Directory: "sm64/shape/keep/OLD/unused/t_box1.sou", "sm64/shape/keep/OLD/unused/t_box2.sou"

t_box1.sou t_box2.sou Combined
SM64 t box1.png SM64 t box2.png SM64 t box combined.png

t_box1.sou and t_box2.sou form an early version of the treasure chest without its textures and with a simple, yet utterly crude design. The model itself is huge, but the collision matches the final size.

UI

Mario_title

Directory: "sm64/sm_logo/multigen/newmario/ninten/objects/mario_title/"

An older rendition of the title screen. It was last edited on March 26, 1996, making it slightly older than the model seen in the 1996 B-roll.

SM64 Mario title.png

Directory: "sm64/sm_logo/multigen/newmario/ninten/objects/mario_title/"

An older title screen model that can be seen in 1996 B-roll footage. It was last edited on March 28, 1996.

SM64 Mario64 logo.png

Directory: "sm64/sm_logo/multigen/mario/ninten/display/nintendo_logo/"

The blue Nintendo logo seen in the background of some Shoshinkai 1995 videos.

SM64-Nintendo Logo.png

Title_face

Directory: "sm64/map/title/shapes/title_face.sou"

SM64-Title face.sou in game.png

A model of a Mario head cut-out, likely meant for an early version of the title screen, considering the name and the folder it's in. This uses an early version of the GBI of the N64, but it's much easier to convert it to a usable format. The normals in the model are broken.

Early Title Screen Name

Directory: "sm64/map/title/shapes/"

SM64 ULTRA MARIO.png

Sm64Earlyname.png

sm64/map/title/shapes/ contains models related to an older design for the title screen. These models were later reused for the debug level select screen; however, ULTRA is not referenced at all in the final level select screen. This could be a reference to the older "Ultra 64" name.