Very little is known about this build of the game as there is only a single short video clip showing Mario fighting Bowser in Bowser in the Dark World:
Inverted HUD Build
Final
(Source: NINTENDO64 _64 Appearance_ N102A3)
The mini-map has been removed.
The HUD icons now have their final placement, but the Coin and Star icons' placements are swapped. There's also less spacing between the HUD characters, and the HUD has the final font. The HUD position itself is a bit different from the final. (I.E. Lives counter)
These screenshots appear to be a bit later than the Inverted HUD Build. Star and Coin positions match with the final HUD layout unless otherwise noted.
The Red Coin located above the tall blue rock is missing. (might have just already been collected by the player)
The cannon uses the brighter rock texture seen on the rock bridge.
The white rockface behind the Chain Chomp is shorter.
The floating island is in a different spot, much higher and hovering above the Chain Chomp.
There is a Goomba and Koopa Troopa near the cannon.
The Goomba has a different face texture, and a darker head.
The tree next to the cannon is missing.
The mountain looks different. The ledge on the left with the plank is missing, the ledge on the right is thinner, the grassy terrain between ledges is different, and the mountaintop has a spike sticking out of it.
March '96
Final
There is no stake tethering Chain Chomp.
There is no sign in near the Chain Chomp.
The white rockface is wider, but shorter in height.
The path next to the Chain Chomp is wider, reading the cliff's edge.
The trees are farther apart.
The nearer cliffside fence, the one in front of the Chain Chomp, is absent in this build.
The room has a drastically different appearance, smaller and more circular in shape.
The textures are different.
Mario is wearing a Metal Cap here; this is impossible in the final game, as by the time you get here from the nearest Metal Cap box, time would run out.
When Mario does a sharp turn, instead of suddenly facing that direction, he will instead turn around to face said direction just like in Shoshinkai 1995.
The stardust uses a different graphic than in the final game, this early graphic is the same one used in the Space World '95 demo, seen here. It was also found in the Gigaleak.
The textbox animation is slower than the final build which; again, is similar to Space World '95 demo, seen here and here.
The Bob-omb Battlefield painting is quite different, having Lethal Lava Land's frame, a larger center Bob-omb with lower feet, different smoke effects, and visible wind-up keys, which were removed from both the final game's painting and Bob-omb models. A later build depicts the final version of the painting.
3rd Floor
Pre E3 1996
Final
The glass covering the pendulum is blue instead of yellow.
The bricks use a different texture.
The Toad that grants Mario a star is absent.
Pre E3 1996
Final
(Source: 30 minutes of E3 1996)
The hallway leading to Dire, Dire Docks wasn't just a straight hallway, but instead took a turn to the right. The room also uses the different brick texture seen in other pre-release screenshots from this time.
Wario was never supposed to make an appearance, and this was just a gimmick they had going on in the booth. No screenshot without him exists, unfortunately.
The blue starting platform's shading is different.
There is a coin ring around the cannon.
The Bob-omb Buddy is placed differently, it's farther away from the cannon base.
There are no trees in this beginning area.
The breakable boxes are placed differently, on the left side of the dirt path. Also there are 3 big boxes, instead of 2 big ones and a small grabbable one.
Signs are nearly absent in this part, except for the one right beside the dirt path.
Different skybox and more primitive UI, but otherwise close to the final game.
Whomp's Fortress
Pre E3 1996
Final
(Source: Nintendo of America E3 1996 "Take Away Video")
There are no Butterflies found in the course, and the sign next to the sleeping Piranha Plant in the beginning of the course is missing. The Piranha Plant also uses a different sound clip for its bites.
Two signs, a Power Star location, and a small cork box are missing from their spots next to the farthest flower bed.
Pre E3 1996
Final
(Source: Nintendo of America E3 1996 "Take Away Video")
Thwomps still use their Space World '95 textures, but they now use square shadows, like the final game, instead of circular shadows like the Space World '95 demo.
There are no floating islands in the level, except for the island made of bricks, which has a star on it.
The Boos possess Yellow Coins instead of Blue Coins, and one Boo can be seen right after the falling floor section. It also has an early face texture.
The railing now uses the final game's design.
Pre E3 1996
Final
This section lacks the Killer Books that emerge from both bookshelves.
(Source: Nintendo 64 Pre-Launch Promotional Tape)
Pre E3 1996
Final
Instead of having a Blue Shy Boo Painting, the attic is shown to only have the Yellow Scaring Boo Painting. It also covers the entire wall instead of only half of it.
The early coin design is seen on the Blue Coin Switch.
A red coin on the right bookshelf is missing, with a yellow coin in its place, suggesting that their placements differed in this build.
Bookends don't give a blue coin when defeated.
Two chairs are on the right side of the table, in the final version, one of these chairs was moved to the other side of the table and both were rotated to face it.
The wall behind the table is pushed further back
The blue Boo painting is missing, leaving a gap between the rooms.
The Vanish Cap box is absent.
In the hallway, there were two small Boo paintings with a containing a single Boo each, inside instead of two per painting.
Boos can be defeated with a jump instead of a Ground Pound.
This is the first appearance of the final's Boo design.
To do: Get an audio clip and pictures.
Big Boo makes a different sound when he gets hit. This would've also applied to other Boos as well.
The Purple Switch in front of the Flamethrower is absent, with a Red Coin in its place, suggesting that the challenge with the timed blocks didn't exist yet.
(Source: NEW N64 Japanese Promo Video/Rare Beta Footage (1995-96) Space World '95 (3:49))
The second Red Coin from the beginning is, instead, located on this spinning platform.
The boss entrance cutscene zooms uncomfortably close to Bowser's schnozz. It's pulled back both in a later revision, and in the final game.
Pre E3 1996
Final
Pre E3 1996
Final
(Source: 関西偉人館/任天堂社長 山内溥, SM64 Research Discord Server)
Bowser's pre-fight dialog is formatted differently. The characters are the same, but the spacing is different.
Pre E3 1996
Final
(Source: Kelloggs Sweepstakes - Nintendo Power Previews 16 segment)
Bowser would drop coins when defeated, much like in Space World '95.
Hazy Maze Cave
Pre E3 1996
Final
(Source: Nintendo N64 B-Roll E3 1996)
The map showing your location is missing, though it's unclear if other maps in the level were missing as well. In the later build, the map was implemented as shown here.
The Metal Cap box is in a different position; it's in the middle of the starting room, instead of right beside Mario's spawn point.
There is a Swooper at the beginning of the left path that was removed in the final game.
Pre E3 1996
Final
(Source: Nintendo of America E3 1996 "Take Away Video")
A jumping Scuttlebug and another Swooper can be seen at the end of the left path, and the sign teaching you how to Long Jump is closer to the bottomless pit.
The Scuttlebug past the boulder area is missing, as seen in the middle screen.
Lifts share the lantern texture, likely as a placeholder.
Scuttlebug
Pre E3 1996
Later pre-release
Final
(Source: Nintendo N64 B-Roll E3 1996, Gamefan Volume 4 Issue 08 August 1996 - Page 12)
Scuttlebugs have an early model that can be found in the leaked source code and, as seen in the GIF above, don't jump and run towards Mario upon eye contact. Instead, they just turn around and walk at normal speed towards him, and don't drop any coins when defeated. A late pre-release version of the enemy had white legs and a lack of fangs.
The Dire, Dire Docks theme uses a different lead instrument sample. This instrument still exists in the final game, known in the decompilation as 42_vibraphone.aiff. There is also an extra part that isn't present in the final.
Tall, Tall Mountain
Starting at 0:32, the Red Coins above the mushrooms are missing. This could be because this build doesn't feature Red Coins yet.
An unknown object, likely a sign, appears in the distance as Mario runs through the mountain's path.
The Fly Guy in the rolling log bridge section is missing.
There's a missing Ukiki in the same section.
The waterfall seems to be silent, indicating that the object the ambient audio originates from isn't implemented yet.
The Crazy Crate seen below the rolling log bridge section is missing, seen at 0:48.
The platforms holding the rolling log bridge in place are different; they are flat instead of sloped. Mario could've walked on top of the surfaces, causing issues with the bridge, and necessitating the change for the final game.
The platform right after the bridge is different too, it has a square shape compared to the final which is more triangular.
This screenshot from the same press kit shows that the star inside the monkey cage works like Klepto's. All stars are collected in these screenshots (which is why in the previous screenshot the star above the lonely mushroom is barely visible), but the star is still yellow inside the cage.
The coin line on the bridge beside the monkey cage is missing, because it is impossible to stand on that location without collecting at least 1 coin.
The wooden texture seen throughout the level is also different. The block in the middle of the texture has a different bevel with yellow hue, that same block is also affected by a dark gradient.
The screw holding one of the moving blocks is flipped horizontally; it's unknown if any other screws in this course are also flipped.
In order to get the kiosks built in time for the show, as they require lots of time to assemble, an older version of the game was left inside them than the one seen on the main showfloor. Most notably this version of the game still featured the old HUD graphics for the Coin, Mario and Star icons.
The Star, Mario, and Coin icons still use their early designs.
The Lakitu Camera icons on the bottom right are still missing. The TIME counter appears in its place, missing the ' and " symbols and having 2 digits for the minute counter.
E3 1996 Kiosk
Final
(Source: Nintendo N64 B-Roll E3 1996)
Coins still have rectangular imprints instead of stars, but they lack that imprint in one of the frames (the third one in the images above) and feature different colors from Space World '95. The different coin design also applies to other coin-related graphics like the Blue Coin Switch.
The cannon you'd use to shoot yourself up the Castle was missing. The Yoshi easter egg after 100% completion was added "last minute".
(Source: Nintendo 64 U.S. Unveiling at E3 '96 in Los Angeles, California)
Castle Interior1st Floor
E3 1996 Kiosk
Final
(Source: Nintendomania - De regreso del E3 1996 (05:23))
The castle interior more closely resembles its appearance in the final game, with a few differences:
The grand staircase that leads to the second floor is missing, although the platforms it replaces are wider and thinner than they were in the Space World '95 Builds.
The coins on the platforms are missing.
E3 1996 Kiosk
Final
(Source: Nintendomania - De regreso del E3 1996 (5:17))
While the castle wallpaper is the one seen in the final game, the brown brick texture by the entrance is still different.
Fencing has been added to the highest platforms in the castle.
(Source: Nintendomania - De regreso del E3 1996 (5:20))
The Toad in the main lobby is missing, considering they're missing in other areas too, it's safe to assume all Toads are absent in this build.
Bob-omb Battlefield
E3 1996 Kiosk
Final
(Source: Nintendo 64 U.S. Unveiling at E3 '96 in Los Angeles, California)
In the Star Select, Star 2 and Star 3 are swapped, so Shoot To The Island In The Sky was mission 2, and Footrace with Koopa The Quick was mission 3.
The text for the Koopa mission was also changed: it was originally "はくねつ のこのこレース" but was later changed to "はくねつ ノコノコレース"; both mean the same thing, but the "Noko Noko" part originally used Hiragana instead of Katakana.
(Source: Nintendo 64 U.S. Unveiling E3 '96 in Los Angeles, California (7:28))
A Bob-omb and a ring of coins can be seen at the base of the mountain after the pit of steel balls.
When fighting King Bob-omb, the Stage Boss theme doesn't play, instead, it just plays the Super Mario 64 Main Theme like the rest of the level.
E3 1996 Kiosk
Final
E3 1996 Kiosk
Final
E3 1996 Kiosk
Final
(Source: Nintendo 64 U.S. Unveiling at E3 '96 in Los Angeles, California (08:25))
The dialogue when Mario first interacts with King Bob-omb is written a bit differently.
(Source: Nintendo 64 U.S. Unveiling at E3 '96 in Los Angeles, California (09:15))
The star spawning animation is different, the world doesn't freeze, there's no jingle or sound effects for the star, and it spins quickly on the floor and then slowly rises to its set height, seen here. A later build finalized the star spawning animation; including the sound effects; seen here as well.
Basement
E3 1996 Kiosk
Final
(Source: Nintendo N64 B-Roll E3 1996)
The Toad that grants Mario a star is absent in the Hazy Maze Cave entrance room.
2nd Floor
E3 1996 Kiosk
Final
(Source: Nintendo N64 B-Roll E3 1996)
There's a different brick texture on the wall surrounding the door.
In that same clip, we can see that the Whomp's Fortress painting still uses the early design seen in the Shoshinkai '95 Demo.
Bowser in the Sky
E3 1996 Kiosk
Final
(Source: Nintendomania - De regreso del E3 1996 (05:49))
The texture with the Goomba and Koopa statues didn't have them at this point.
E3 1996 Kiosk
Final
(Source: Nintendomania - De regreso del E3 1996 (05:53))
The Keronpa Ball is missing.
E3 1996 Kiosk
Final
(Source: Nintendomania - De regreso del E3 1996 (05:54))
A Fly Guy is present next to the rotating platforms.
The Red Coin floating above the stone walkway is missing.
E3 1996 Kiosk
Final
(Source: Nintendomania - Tips de Super Mario RPG (03:23))
The texture used in the arrow path at the beginning of the course and moving platforms had different, simpler-looking arrows and wider checkerboard sides.
The Red Coin in the first sharp turn of the course appears to be missing, though Mario could have collected it previously.
The final Bowser arena was red instead of green, it can be seen here.
Manual Build
This build can be seen in the American and European Super Mario 64 manuals, and can be seen on the back of the Japanese box. It appears to be slightly earlier than the build shown at the E3 conference. According to file dates on the images, this build is either dated before or between April 30th and May 5th, 1996.
Manual Build
Final
(Source: Super Mario 64 Japanese Box Art - Back])
The coin icon in the HUD uses the early design with the rectangular imprint inside and the shape is rounder than the final. Other coin-related graphics use the early design like red coins.