If you've blocked our ad, please consider unblocking it.
We promise it isn't annoying. No flash, no sound, ever.
Mario Golf (Nintendo 64)
Also known as: Mario Golf 64 (JP)
This game has a notes page
Add more regional differences from this page:http://themushroomkingdom.net/mario-in-japan/mg-n64
Play golf as
your favorite the most powerful Mario characters (and random humans)! Bizarrely, Mario is an unlockable character, at least in single-player mode.
- 1 Unused Music
- 2 Unused Course Features
- 3 Debug Features
- 4 Regional Differences
- 5 Revisional Differences
- 6 Other
Find more information. Is this music really unused?
Unused Course Features
There is one unused ground type left in the game, which is the "cartway". It is fully functional, having its own name, properties, image, and appearance still intact. It seems to have been intended as a road of some sort from looking at its lie image, though this is not usually very relevant for a golf course. In behaviour, it is most similar to the "red" ground type, which is used when playing the fast variants of the mini-golf courses; the shot power percentage is 80-100 and it has low friction and a high bounce. It appears as a plain grey patch of ground when loaded on the course during play.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
By using the following GameShark code, you can access some debug features.
First thing you might notice is the debug text on the intro cutscene. CAMERA:00 shows the current camera in use and increases in value as the cutscene goes. The numbers on the right are for counting how much time there is left until a camera angle is changed to the next. The numbers on the bottom count how much time has elapsed in the intro cutscene in total.
Using controllers 2, 3 or 4, press Start to display a CPU usage meter of sorts. Pressing it again will display more debug numbers. Presumably, the top number seems to change whenether an action is being done or not. The first row and second rows seems to change when a menu or effects for the UI are loaded. Pressing L will freeze the game, D-Left will cycle through frames and D-Right will resume gameplay.
This feature can be accessed by enabling the code above and pressing L + Start during a match. This will display a number of flags, which control various debugging features. There are 256 (FF) flags in total, though not all of them appear to be used. Choose a flag using the D-Pad, enable it by pressing A, or disable it by pressing B. You can also press L or R to go to the first or second page of flags, respectively. All currently-known flags and their functions are described on the Notes page.
Color and Fog Editor
Flag 0x2D activates an editor for the background/sky and fog. On controller 2, use the D-Pad or C buttons to navigate the menu. Press A to increase the currently-selected value, or B to decrease it. The RGBA rows correspond to the colors and the TBC columns correspond to the sky. The BG columns edit the background and the FOG column edits the fog. You can control the fog's thickness by modifying the last row in its column. The option CC:0 is inaccessible, and its purpose is unknown.
Text Color Test
Flag 0x46 displays サンプルABCDEFG on the screen along with a menu in the top-right corner, similar to the menu in the color and fog editor. On controller 2, use the D-Pad to move the text and the C buttons to navigate the menu. Press A to increase the currently-selected value, or B to decrease it. The values in the menu control the coloring of the text; the top row corresponds to the bottom of the text and vice-versa. The columns correspond to the colors cyan, magenta, and yellow, respectively.
Pin Selection Tool / Ball Position Viewer
Flag 0x47 activates a tool that allows you to change the pin location for any hole while the course flyover is occurring. To change the currently selected pin, press L or R on controller 1. Every hole has four possible pin settings, though the mini-golf courses and Driving Range don't define all four and have some pin locations off the map.
Starting gameplay on any hole displays X/Y/Z/Attr values, which seem to be related to the ball's current position and the ground attribute value that it is resting on. These values update when starting a new shot and remain on screen afterwards even when changing game modes.
Playing on a mini-golf hole and hitting a shot that rebounds off a wall (or, sometimes, just loading a mini-golf hole, especially in Training mode) causes the strings CheckXYAxis, GetHeightInfo, and Hit to be displayed on-screen.
Flag 0x6D activates a message viewer (Nice On!, Nice Shot!, etc.). Press D-Left or D-Right to select a message, and D-Down to view it.
Information about the build date of the ROM is shown at the top of the screen when the SRAM editor is enabled:
ROM :Sat May 8 06:58:31 1999
ROM :Tue Jun 15 18:36:11 1999
ROM :Mon Jul 19 18:50:42 1999
To display this menu in the game, use the gameshark code:
This will show certain variables on the screen that are relevant in calculating the shot trajectory. However, this menu is a little difficult to read and, depending on the game region, may be displayed in units that differ from those normally shown by the game.
The Japanese version uses a different logo, and the text below it reads "Push Start" rather than "Press Start".
The international character select screens were modified to include Metal Mario, who is not present in the Japanese version. Also, the characters in the European version were reordered. There was a special Japanese cartridge made for a tournament hosted by Famitsu that was given as a prize to the winner. The cartridge contained a playable version of Metal Mario.
The Japanese version is missing the power indicator (leftmost gray bar) in the Power Meter. It was added in the US and European versions. The wind display was slightly moved to the left in the international versions and its font was changed to a more noticeable one.
The European version uses a different song for the intro cutscene. Strangely enough, the original song is still present on the cartridge, making it unused.
- The Japanese version doesn't display the Nintendo 64 logo during the intro sequence.
- The Japanese and European versions use meters in putting instead of feet, changing 30 ft, 100 ft, and 200 ft to 10m, 30m, and 60m respectively. That change doesn't affect the distance, however.
- The Japanese and European versions show wind speed in meters per second rather than miles per hour.
In the Virtual Console port, the Transfer Pak feature to transfer the characters from the Game Boy Color version was removed.
- In three- or four-player mode, if all characters are either Yoshi or DK, the music played on any course except Luigi's Garden and Peach's Castle will be a remixed version of the Palm Club theme from the Game Boy Color version.