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Super Mario 64 (Nintendo 64)

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This page contains changes which are not marked for translation.

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Title Screen

Super Mario 64

Developer: Nintendo
Publisher: Nintendo
Platforms: Nintendo 64, iQue Player
Released in JP: June 23, 1996
Released in US: September 26, 1996
Released in EU: March 1, 1997
Released in AU: March 1, 1997
Released in CN: November 17, 2003 (iQue Player)


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


NotesIcon.png This game has a notes page
PrereleaseIcon.png This game has a prerelease article

Super Mario 64 was one of three (two in the US) launch titles for the Nintendo 64. It was revolutionary for 3D gaming, and introduced the third dimension to the Mario universe where our favorite plumber goes around and collects Power Stars to whack Bowser and save his all-time favorite Princess.

Sub-Pages

SM64Debug2.png
Debugging Material
Debugging-related paraphernalia.
SM64-OriginalJollyRogerBayPainting.png
Regional and Version Differences
Jolly Roger Bay's original painting was too awesome for international players (until the DS remake came along, anyway).

Unused Enemies and Obstacles

Blargg

Blargg

An eyeless, untextured model for Blargg, an enemy from Super Mario World, exists in the game. It has animations that show it floating in and jumping out of the lava, but there doesn't seem to be any real functionality. It can be placed in Lethal Lava Land with the following codes:

8133E9FC 8018
8133E9FE A15C
8133EA24 8014
8133EA26 9A10
8133EA14 4000
8133EA18 4000
8133EA1C 4000
8133EA88 C5A8
8133EA8C 421A
8133EA90 45B0
8033EB19 0020
8133EBE0 4406
8033EB6B 0002
(Source: VL-Tone, yoshielectron, and others)

Water Mine

Found in the water object set, but never used in the game, is an object very similar to the bombs that appear in the Bowser levels, but a bit smaller.

Small Chill Bully

SM64-UnusedSmallChillBully.png

A smaller version of the Chill Bully. There are large and small normal Bullies in Lethal Lava Land, but the only Chill Bully in the game is a large-sized one in Snowman's Land.

Unused Objects / Items

Hmmm...
To do:
Upload pictures of the Transparent Yellow Box, its switch and the Early Solid Red Box (also, document more about it if possible).

Yoshi Egg

SM64-YoshiEgg.gif

The Yoshi egg has a model, textures, and a bouncing animation. It's likely that Yoshi was planned to have a larger role in the game than he actually does.

(Source: Yoshiman and others)

Trampoline

SM64-EarlyTrampoline.png

Some sort of trampoline. It has no model in-game. Its behavior was coded, but said code never worked properly and thus never affected Mario. This is just a recreated version of what it could've looked like.

(Source: VL-Tone, Kaze Emanuar)

Small Green & Red Koopa Shells

Small Koopa Shells

A pair of small Koopa shells, about the same size as Spiny shells, with unusual blue bottoms. They can be made to appear in-game via hacking, though they are completely non-functional.

(Source: VL-Tone)

Yellow Switch & Transparent Yellow Box

The yellow switch and the yellow box are quite similar to their red, blue, and green-colored brethren. This suggests there was another type of box (not necessarily the one in the final game) that needed to be activated with a switch. The yellow switch is always in its pressed state when spawned.

Early Solid Red Box

An early solid red box can only be found in the Wing Cap area, and probably served as a test for item boxes. The color changes depending on the angle viewed from.

Boo Key

Boo Key
For unlocking doors in the Haunt?

The Boo Key was likely intended to be collected from a Big Boo upon defeat, as is shown in an early screenshot (right). The Japanese version actually has a key symbol SM64-keyhud.png for use in the HUD; this was replaced with Ü in the European version, and removed completely in the US version.

(Source: Many people, including Yoshiman, for the HUD discovery.)

Unused Object Behaviors

Hmmm...
To do:
A little bit more thorough coverage on these would be nice. I have a feeling that the last one is just what the platform does when it doesn't have a path to do, like in the video. I guess technically that's unused, but...

There are a handful of specific object behaviors that go unused.

  • There is a "bait coin" behavior for red coins that stays at a fixed distance away from Mario at all times, as well as keeping right in front of him.
  • There is behavior for a small flame that bounces in a straight line and can harm Mario if touched. Apparently goes away if Bowser is near.
  • There is code for apparently nine flames inside of each other that just move back and forth. These are the flames that are used around the castle for light, and while those flames can hurt Mario, these don't.
  • A regular chest can be spawned that doesn't emit numbers or shock Mario. It simply opens, from in front or behind, and gives off a bubble. Nothing else.
  • There is a variation of the skull box from the top of the Jolly Roger Bay ship that slides back and forth. This behavior simply has the box floating in midair, not anything else.
  • The checkerboard-patterned platforms have a behavior for no movement, even when Mario is on it.

Unused Textures

Cactus

Now you know where this wiki's Stub icon comes from!

A texture which resembles a small, round cactus found in the Shifting Sand Land / Bob-omb MIO0 bank.

Cracked Ice

SM64-CrackedIce.png

A texture depicting cracked ice. Possibly a leftover from one of the ice worlds.

Metal Wing Cap Mario

Metal Wing Cap Mario

Via hacking, it is possible to give Mario both the Wing and Metal Caps at the same time, causing the wings on his cap to use this texture. There are no levels in the final game that allow you to wear both caps simultaneously.

Early Eye-Textures

SM64-UnusedTexture-Eye1.pngSM64-UnusedTexture-Eye2.pngSM64-UnusedTexture-Eye3.pngSM64-UnusedTexture-Eye4.png

Some early textures for Mario's eyes.

Debug Alphabet/Symbol Characters

These graphics only exist in the Japanese NTSC version.

SM64-UnusedTexture-Debug J.png SM64-UnusedTexture-Debug Q.png SM64-UnusedTexture-Debug V.png SM64-UnusedTexture-Debug X.png SM64-UnusedTexture-Debug Z.png SM64-UnusedTexture-Debug %.png SM64-UnusedTexture-Debug &.png SM64-UnusedTexture-Debug !.png SM64-UnusedTexture-Debug !!.png SM64-UnusedTexture-Debug ?.png SM64-UnusedTexture-Debug KEY.png

V and Z were re-added in the PAL version.

Other Textures

SM64-UnusedTexture-1.png SM64-UnusedTexture-2.png SM64-UnusedTexture-3.png SM64-UnusedTexture-4.png SM64-UnusedTexture-5.png SM64-UnusedTexture-6.png

What may have been intended to be the face of Lakitu's cloud (it goes without one in the final version), a rocky texture, a chain, an early blue version of Bowser's eye (seen in some early footage), what appear to be stairs, and a shaded circle.

Weather/Environmental Effects

Flowers

SM64-FlowerAni.gif

Activated by changing the "Enviroment Effect" in Messiaen's/Skelux' OBJ Importer. This environmental effect causes flowers to appear. Oddly, this unused flower was found in the graphics of Lethal Lava Land. Does not interact with Mario in any way, except for the spawn point radius where they're shown. They keep attached to a horizontal solid surface in the level.

Blizzard

Activated by changing the "Enviroment Effect" in Messiaen's/Skelux' OBJ Importer. This effect creates a blizzard. It was likely meant to be used in the snowy levels. It interacts with Mario the same way like the normal snowflake rain.

(Source: Messiaen)

Unused Text

Japan US France
クックック・・
 とりついてやる。
    ヒッヒッヒ!
カベも とおりぬけてやる。
こんなこと できるか?
     ケッケッケ!
Eh he he...
You're mine, now, hee hee!
I'll pass right through
this wall. Can you do
that? Heh, heh, heh!
Hé...hé...hé...
Ciao bello Mario!
Moi j'traverse les murs!
Tu peux le faire, toi?
Hin...hin...hin...

This comes right after the greeting spoken when you enter Big Boo's Haunt for the first time. A short Boo laugh plays when the text box appears. This dialogue probably would have been spoken by a Boo (perhaps the Big Boo) in Big Boo's Haunt. However, the lack of a scripted event where you have to follow one through a wall means this is unused. While this was translated to French, it was strangely never translated to German.

To see the text in-game, enter the following GameShark code in the US version:

80331480 0000
81331484 0063

The first line makes the text appear in white on a translucent black background, while the second line sets the dialogue value.

(Discovery of unused value: Mattrizzle)

Present in the Japanese version is unused text that is blanked out in the localized versions.

Japanese Translation Location
100まいコインの スター
マウンテンのへやが ひらく!
みずとゆき2つのへやが ひらく!
おおきなほしの ドアがひらく!
クッパへの とびらがひらく!
3がいへの とびらがひらく!
100-Coin Star

The room inside the mountain is open!
The second water and snow room is open!
The big star door is open!
The door to Bowser is open!
The door to the third floor is open!

After the rest of the "Acts"
おいしいケーキ
Delicious cake In between "THE SECRET AQUARIUM" and "CASTLE SECRET STARS"

Before all of the text entries, even in the localized versions, is some interesting text:

Japanese Translated
STAGE SELECT
つづける?
1 マウンテン
2 ファイアーバブル
3 スノースライダー
4 ウォーターランド
クッパ1ごう
もどる

PAUSE
つづける?
やめる ?
STAGE SELECT

Continue?
1: Mountain
2: Fire Bubble
3: Snow Slider
4: Water Land
S.S. Bowser 1
Back

PAUSE
Continue?

Quit?

The Stage Select menu can be seen in action in footage from Shoshinkai 1995.

(Source: einstein95 (Text), Joe (Translations))

Painting Warp Oddity

SM64Paintings3warps.png

The paintings inside the castle are actually split into three vertical sections (similar to the three horizontal sections used to control the water level in Wet-Dry World), each of which can be independently set to any warp destination in the game. In the final game, these three sections are always set to the same warp destination, rendering this functionality unused.

Early Object Layouts

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Cool Cool Mountain Slide

This slide was originally going to be a second part to Cool Cool Mountain, but was changed to a slide. There are several objects to confirm this:

  • a butterfly
  • an open cannon
  • several coins
  • a jumping fireball, unless the original behavior was overwritten.
  • a smashable ice square, model 0x37 in Snow Man's Land, behavior 0x1DA4 removed
  • spindrifts
  • original 2D animated stars, like in the pre-release videos. Behavior 0x2A10 is billboarded and 0x2A20 includes a texture animation rate command, suggesting these used to make up the star behavior. This also happens to be near the early checkerboard platform behavior.
  • A penguin whose behavior was unset or replaced with the static behavior
  • A static 3D object, like many others in SM64. It even uses the correct parameters, so the only mystery behind this object is what model 0x13 was.
  • a 3-star castle door.

Jolly Roger Bay

There is a third copy of the ship placed above the other two. It looks different, and uses an earlier behavior.

Dire Dire Docks

The Bowser door near the submarine has a shadow behind it that should have remained visible after the door opens, but it does not.

(Source: Celux, DarkSpacer1)

Game Functions + Text

See the Notes page for function text strings left in the production ROM.

Unreachable Coins

In the game there are two coins which can be seen, but cannot be collected without using glitches:

Sm64-ImpossibleCoin1.png SM64-ImpossibleCoin2B.png

The first one is located in Snowman's Land. It is a solitary coin stuck inside the snowman at the wooden path at the side where you would climb it up. It may have been forgotten about by the developers during a level redesign, or simply ended up there as a mistake. It can be collected through a physics exploit by firing the cannon at a precise corner of the wall nearby.

Sm64-ImpossibleCoin2.png SM64-ImpossibleCoin1B.png

The second example is in Tiny-Huge Island, while the island is tiny. This one is very clearly a mistake, as the coin slope is flatter than the actual slope, causing it to submerge into the terrain. Normally, only the first coin (counting from the bottom) is visible. The second one cannot be seen, but is still collectible because its collision box peeks very slightly outside. The third coin, however, is unobtainable by normal means. It can be collected by first clipping inside the water-filled mountain at the top of the island, then using a frame-perfect physics exploit that includes jumping while exiting a body of water sideways. SM64 - Collecting the Impossible Coin

Mystery Goomba

After the yellow back-and-forth blocks in Bowser in the Sky, two Goombas can be seen. These Goombas belong to the same "object", a "Goomba trio" object. Goombas spawned from this object appear in a triangle layout, but in this case, the position of the third Goomba in the triangle is just outside of the platform. This causes the third Goomba to spawn on the bottom of the stage, and subsequently instantly vanish after 1 frame, as it's too far away from Mario for the game to draw it. It's also impossible to reach; a Goomba becomes disabled (invisible and intangible) if Mario is outside the Goomba's radius, and the whole trio despawns completely if Mario exits the spawner object's radius. (Thus there is no location, except for the first frame, where the Goomba is both loaded and visible/tangible.)

(Source: pannenkoek2012)