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Development:Super Mario 64 (Nintendo 64)/Sprites & Textures

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

Sprites

title_arrow.sou

In sm64/map/title/shapes/title_arrow.sou, there are icons that read "1P" and "2P". These are likely related to the scrapped 2-Player mode, as developers have stated in interviews that Luigi, whose assets also exist in the source, was intended to appear in a scrapped multiplayer mode.

Of note is that these icons use the same orange-yellow gradient font seen in the Shoshinkai 1995 demo, rather than the more elaborate custom font seen in the final, implying that multiplayer mode and Luigi were possibly both removed during this phase of development.

star.sou

An early Power Star can be found in sm64/shape/keep/OLD/etc/star.sou, with a unique collecting animation. Dated Nov 19, 1995. It appears to be the same Power Star seen in the Shoshinkai 1995 demo. Its red and white equivalents are used for the final game's title screen.

dotstar.sou

A dotted outline of a Power Star. Matches the previous, filled sprite, meaning that this is likely an early version of the Uncollected Power Star symbol used on both map and mission screens at the start of a level. Dated Nov 19, 1995.

SM64 dotstar txt.png

m_start1.h

SM64 m star 1.gif

Another early Power Star with a flatter appearance.

m_start2.h

The m_start2.h file contains the same star as m_start1. However, it appears to be an anti-aliased render, lacking sharp edges. Importing it in game would leads to white borders appearing, as the image is RGBA5551. Only 1 bit is reserved for the alpha channel, meaning the alpha can't be properly displayed.

SM64 m star2.gif

SM64 M star2 in game.png

coin.sou

An early coin, found in sm64/shape/keep/OLD/etc/coin.sou, as seen in the Shoshinkai 1995 demo build. The coin textures in that build never had Blue or Red variants; the final texture uses colored IA16 textures, while this version of the coin is just a set of RGBA16 frames with the default golden coloring in the texture itself. Dated June 16, 1995.

Sm64 early coin.gif

tree.sou

Several unused trees are present in sm64/shape/keep/OLD/etc/tree.sou, sm64/shape/keep/OLD/unused/sugitree.sou, and sm64/shape/keep/OLD/unused/B_tree.sou. They are dated Jan 25, 1996, Sep 14, 1995 and Aug 29, 1995, respectively.

Similar-looking trees were later used in Mario Kart 64. main_tree1_txt and main_tree2_txt are the same tree that is seen in pre-release footage, such as the Shoshinkai '95 Demo. Also included is a reconstructed version of main_tree.

sugitree.sou

SM64 sugi 2 txt.png

Another unique tree, found in sm64/shape/keep/OLD/unused/sugitree.sou. Dated Sep 14, 1995.

flag.sou

SM64 flag txt.png

sm64/shape/keep/OLD/unused/flag.sou is a flag graphic. Dated Aug 29, 1995. With its coloring, it resembles the castle's flags from the Shoshinkai 1995 demo. The available footage is too blurry to make a verdict, but a similar-looking flag can also be found in an image from the 1995 patent build; the similarity becomes clearer by converting this texture to black and white, likely making this an old version of the castle's flags. Interestingly, the Patent's flags appear to have a symbol on them.

Image Close-up
SM64-patentcastle2.png SM64-patentcastle2-Flag.png

bombfire.sou

SM64 bomb1 txt.gif

sm64/shape/keep/OLD/etc/bombfire.sou contains an unused explosion effect. Dated October 18, 1995.

fireA.sou

SM64 f gun.gif

sm64/shape/keep/OLD/etc/fireA.sou was intended for a flamethrower-type hazard, like the wall flamethrowers seen in some levels, Bowser's fire breath, or some other unknown object or enemy. Dated Oct 19, 1995.

fireC.sou

SM64 fire C unused.png

sm64/shape/keep/OLD/etc/fireC.sou is a unique fire effect. Dated Sep 22, 1995.

fireD.sou

sm64/shape/keep/OLD/etc/fireD.sou is the same as the final fire includes the missing 7 frames that were removed from the final version. Dated Sep 22, 1995.

Early Final
SM64 fire D unused.png SM64 fire D final.png


tanidata.h

wipe_docro_txt

SM64 Internal SkullTransition.png
SM64 wipe docro txt.png

Among the graphics in sm64/data/tanidata.h is an unused skull wipe transition named wipe_docro_txt, likely an early version of the iris-out effect seen upon losing a life. To note, the final version and all publicly shown early builds only use a silhouette of Bowser's face. Dated Feb 29, 1996.

wipe_kopa_txt

Early Final
SM64 wipe kopa-1.txt.png
SM64 wipe kopa.txt.png

Also contained in the graphics of tanidata.h is an early version of the Bowser iris-out effect. It is higher resolution and more detailed, with visible irises. This version of the transition can be seen in the Shoshinkai 1995 demo.

sac_A_txt - sac_D_txt

Path: sm64/map/select/selectShape/font88col_txt.h

SM64 sac A.pngSM64 sac B.pngSM64 sac C.pngSM64 sac D.png

Small 8x8 colored letters, A to D, found in the files for the File Select menu, dated January 18, 1996. To note, their corresponding colors match the Option buttons on the final File Select Menu.

Textures

copy_of_button.sou

Found in sm64/map/select/selectShape/copy_of_button.sou and sm64/map/select/selectShape/copy_of_button_txt.h

SM64-CopyOfButton-Ingame.png

sm64/map/select/selectShape/copy_of_button_txt.h contains earlier Option button textures from the file select menu.

polygon_star.shape

SM64 Old polygon star.png
Early Final
Sm64 early 3d star texture.png SM64 FinalStarTexture.png

sm64/shape/keep/OLD/etc/polygon_star.shape contains a higher resolution 3D Power Star texture at 64x64. By contrast, the final game's texture is at a 32x32 resolution instead.

door.sou

SM64 rn 1 txt.pngSM64 rn 2 txt.pngSM64 rn 3 txt.pngSM64 rn 4 txt.png

sm64/shape/keep/OLD/etc/door.sou contains a series of numbers, ordered as 3, 1, 2 and 4. As the name suggests, these were once used for the requirement number signs on Star Doors, indicating the number of Stars needed to open that specific door. Dated Jun 16, 1996, likely a typo considering the game was already finished.

It's assumed that the doors are listed left to right, and where they would've been used in the castle, as the number 2 can be clearly seen in the Shoshinkai 1995 demo footage, on a door on the right side of the castle. The 3 is listed first, but that's expected as the 3 Star Door would've been on the far left, and would have once led to Cool Cool Mountain. Number 2 would had led to Lethal Lava Land, and 4 to Dire Dire Docks, on the far right.

They also indicate what level number there were, and what order they appeared in on the Stage Select.

teresa.sou

Version Eyes Mouth
Early Sm64 early boo eyes.png
Sm64 early boo mouth.png
Final SM64Finalboo eyestexture.png
SM64Finalboo mouthtexture.png

sm64/shape/keep/OLD/etc/teresa.sou is an early Boo, as seen in all publicly shown pre-release builds of the game. Dated Sept 22, 1995.

hagetaka_texture.h

Version Eye
Early SM64 omeme2 txt.png
Final SM64 klepto eye.png

sm64/shape/EnemyTest/hagetaka/hagetaka_texture.h contains an earlier Klepto eye with smaller pupils and irises, as seen in the 1996 B-Roll footage.