Development:Super Mario 64 (Nintendo 64)/Models
This is a sub-page of Development:Super Mario 64 (Nintendo 64).
To do:
|
Mario
Directories: "sm64/shape/Player/Mario_old" "sm64/shape/Player/old"
Early | Final |
---|---|
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 Shoshinkai '95 demo. This version of Mario also lacks many 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.
m_momi_txt
Unused Hierarchies
Two unused Hierarchies--data structures used for assembling geometry--exist for Mario in both hms_mario.c and 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 the former Hierarchy 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 |
---|---|---|
In the aforementioned 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, featuring 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. According to Shigeru Miyamoto, it was ultimately scrapped mainly due to technical 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 right hands. The low-poly model, by contrast, is completely untextured and the most broken and unfinished of the three. Luigi features unique textures for his mustache, sideburns, and hat emblem, but reuses Mario's eye and button textures. 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 Mario model 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) |
---|---|
Unused Hierarchies
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 |
---|---|
peach.sou is an early, textureless 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 to include.
Animations
peach_basic_skelton_anm | peach_hello_anm | peach_walk_anm | ||
---|---|---|---|---|
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 |
---|---|
yoshi.sou is Yoshi. 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 |
---|---|---|
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 |
---|---|
rabbit.sou is an early pink MIPS 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 seen in the DS remake.
Animations
newrabbit_wait_anm | newrabbit_run_anm | newrabbit_down_anm | newrabbit_waitcome_anm | newrabbit_hold_anm |
---|---|---|---|---|
Five 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 earlier draft of the unused falling animation left in the final game's data.
Ping
Directory: "sm64/shape/keep/OLD/etc/ping.sou"
Early | Final |
---|---|
This penguin model can be seen in some prerelease builds, like the Shoshinkai '95 demo. The model and textures are different, with the whole body thinner than in 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 |
---|---|---|
amenbow.sou is an early 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
To do: Add comparison and replace screenshot with a render. |
Directories: "sm64/shape/keep/OLD/etc/killer.sou" "sm64/shape/keep/OLD/etc/killer.hms"
A Bullet Bill, which is exactly the same as the final, only missing 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. Dated Sept 8, 1995.
Early |
---|
Walker
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 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 |
---|---|---|
Wallman
Directories: "sm64/shape/keep/OLD/etc/wallman.sou" "sm64/shape/keep/OLD/etc/wallman.flk"
wallman.sou is an early 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 |
---|---|
Ichiro/Ichiro_falldown/Ichiro_walk
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 Whomp iteration, 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 |
---|
Dosun
Directories: "sm64/shape/keep/OLD/etc/dosun.sou" "sm64/shape/keep/OLD/etc/dosun.hms" "sm64/shape/keep/OLD/etc/dosun.flk" Dated Oct 23, 1995.
An early Thwomp seen in the Shoshinkai '95 demo and the '96 B-Roll build. Like in the Shoshinkai demo, its shadow type is circular instead of square.
Early | Final |
---|---|
Otos
Directory: "sm64/shape/keep/OLD/etc/otos.sou"
otos.sou is a 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 |
---|---|---|
RCP_HmsEnemyotos_basedata | RCP_HmsEnemyBigotos_basedata |
---|---|
Hana
Directory: "sm64/shape/EnemyTest/old/hana.sou"
Early | With Patched Vertex Color | Final |
---|---|---|
An early Wiggler from Tiny-Huge Island, featuring fully 3D body parts. It may have only been a generic enemy at this point though, as suggested 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 three body segments instead of four.
Utubo
Directory: "sm64/shape/enemy1_d/ubboo/utubo.sou"
utubo.sou is the Unagi, sporting a different color scheme and an overall less menacing appearance. It only has two animations, which are swimming and idling. The eyes and teeth of this model are also commented-out in the final model's data.
Early (Left Side) | Early (Right Side) | Final |
---|---|---|
Monkey
Directories: "sm64/shape/keep/OLD/etc/monkey.sou" "sm64/shape/keep/OLD/etc/monkey.hms"
An early, textureless 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 |
---|---|
Manta
Directory: "sm64/shape/EnemyTest/old/manta_old/"
Early (with Final Eye and Tail Parts) | Final |
---|---|
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.
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 |
---|---|---|
bom_king.sou is 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 |
---|---|
furafura.sou is 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 |
---|---|
bat.sou is a Swooper. Its model matches the final except for it being rendered with polygons instead of billboards, as well as slightly different arrangement of vertices.
Shell
Directory: "sm64/shape/enemy1_d/big_shell/shell.sou
shell.sou is a blue vertex-colored clam.
Snow_man
Directory: "sm64/shape/enemy1_g/snow_man/snow_man.sou"
Unpatched | Patched vertex color | Final |
---|---|---|
snow_man.sou is 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 |
---|---|---|
wanwan.sou is 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 |
---|---|
shark.sou is the Sushi 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. The model boasts seven unique textures, rather than the final only needing three. The teeth texture is similar to Piranha Plant's teeth.
Omurobo
Directory: "sm64/map/Stage32/omurobo.shape"
omurobo.shape | Final |
---|---|
omurobo.shape is the Heave-Ho. In addition to lacking textures, 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 |
---|---|
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 |
---|---|---|
bom.sou is a 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 |
---|---|
nokonoko.sou is a Koopa Troopa, 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"
dokan.sou is a Warp Pipe. 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 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 |
---|---|---|
Mariotitle_cube
Directory: "sm64/map/title/shapes/mariotitle_cube.sou"
A large 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.
Animed
Directory: "sm64/shape/enemy2_e/goal_flag/animed.sou"
animed.sou is an earlier goal flag from the Koopa the Quick races. Interestingly, animation source files are intact for this model.
Ana
Directory: "sm64/shape/keep/OLD/unused/ana.sou"
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. Dated Oct 3, 1995
.
Chair
Directory: "sm64/shape/EnemyTest/old/chair.sou"
A vertex-painted version of the chair seen in Big Boo's Haunt.
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 |
---|---|---|
t_box1.sou and t_box2.sou form the treasure chest model 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.
Mario64_logo
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.
Nintendo_logo
Directory: "sm64/sm_logo/multigen/mario/ninten/display/nintendo_logo/"
The blue Nintendo logo seen in the background of some Shoshinkai 1995 videos.
Title_face
Directory: "sm64/map/title/shapes/title_face.sou"
A model of a Mario head cut-out in the same shape of the HUD's health meter. Considering the folder it's in, it may have been meant for the title screen. 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/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.