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Super Mario 64 (Nintendo 64)

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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)

AnimationsIcon.png This game has unused animations.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
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 is the best 3D plumbing simulator available on your system. One of three launch titles for the Nintendo 64, it introduced the third dimension to the Mario universe and revolutionized the Mushroom Kingdom.


Debug Content
A number of fun debug functions remain in the game.

Unused Objects
Boo Keys, trampolines, and Yoshi eggs, oh my!

Regional and Version Differences
Jolly Roger Bay's original painting was too awesome for international players (until the DS remake came along, anyway).

Unused Textures
Early, leftover, and just plain unused textures.

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.
Please elaborate.
Having more detail is always a good thing.

Cool Cool Mountain

There is evidence that the area with the penguin race on Cool Cool Mountain was originally going to be a second part to the level and not a slide at all. The area still contains a number of objects that support this theory:

  • A butterfly.
  • An open cannon.
  • Several coins.
  • A jumping fireball, unless the original behavior was overwritten.
  • A destructible ice square, model 0x37 in Snowman's Land, behaviour 0x1DA4 removed.
  • Spindrifts.
  • 2D animated Stars, like those seen in prerelease footage. 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 the game. It even uses the correct parameters, so the only mystery behind this object is what model 0x13 was.
  • A 3-Star castle door.

What's interesting is the fact that there appears to be no way to spawn these into the game itself. These are most likely hard coded to not appear. The models shown in Toad's Tool 64 also appear to be mostly the Snowman's Head which includes the cannon that is usually loaded in most of the game's model banks.

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.

Jolly Roger Bay

There is a third copy of the ship placed above the other two, which is only around during the Plunder in the Sunken Ship mission, and cannot normally be seen without viewing the stage in an editor or using a Gameshark code. It resembles the other two, but has no collision data. The following cheat for the US version disables the coding that obscures the ship:

812C1CB4 0000

812C1CB6 0000

(Source: Celux, DarkSpacer1, Fennecey)

Unused Animations


Mario has 209 animations, indexed from 0 to 208. Some of these are unused in the game, documented below.

To do:
Replace the animations with high quality rips.
SM64 Unused Mario Animation Putting on Hat Fast.gif

Animation #56. This unused animation appears to be Mario putting on his hat faster than normal.

SM64 Unused Mario Animation Bending Knees.gif

Animation #84. This unused animation appears to be Mario bending his knees while riding a koopa shell.

SM64 Unused Mario Animation Start Forward Spinning.gif

Animation #81. This unused animation appears to be Mario transitioning from freefall to a forward spin.

SM64 Unused Mario Animation Crying.gif

Animations #98, #99, #100. These unused animations appear to be either Mario crying or reaching into his pockets.

SM64 Unused Mario Animation Running.gif

Left: Animation #114. This is the normal running animation. Right: Animation #115. A duplicate running animation that appears to be identical to the normal running animation.

SM64 Unused Mario Animation Sitting.gif SM64 Final Sitting Animation.png

Left: Animation #145. This is the regular sitting animation. Right: Animation #142. This unused animation appears to be Mario sitting motionless. Perhaps this was the original sitting animation, before they decided to have Mario move his arms to make the animation more visually interesting. This animation can be seen in Shoshinkai 1995 footage.

SM64 Early Sideflip Animation.gif SM64 Unused Mario Animation Forward Flip.gif

Left: Animation #191. This is the sideflip animation. Right: Animation #73. This unused animation appears to be a sideflip variation where Mario flips forward instead of sideways.


SuperMario64 Bully Kick 42A4.png
To do:
Find offset for how to load in the regular non-extended US-version.

The bullies have an unused animation for kicking. A video showing this animation can be seen here. To view this in-game, replace the value in the extended US-version offset 0x882956 with 42A4.


SuperMario64 MIPS 013338 BouncingFall.png
To do:
Find offset for how to load in the regular non-extended US-version.

In an official strategy guide interview, Producer/Director Shigeru Miyamoto revealed that "Mario was able to throw the rabbit" at one point during development. There is an unused animation that appears to have MIPS bounce on the ground while recovering from a fall, likely a result from being thrown. A video showing this animation can be seen here. To view this in-game, replace the value in the extended US-version offset 0xA4C1E1 with 013338.

Piranha Plant

This plant has an unused animation that is similar to the sleeping animation seen in footage from Nintendo Shoshinkai 1995. It features the plant showing its teeth as it sleeps, although differs from the Shoshinkai demo since Piranha Plant occasionally bobs its head like it is having a sleep reflex. A video showing this animation can be seen here. To view this in-game, replace the value at US-version offset 0x1D5DF9 with 01AAE4.

Unused Sleeping with Teeth Nintendo Shoshinkai 1995
SuperMario64 PiranhaPlant Sleeping 01AAE4.png SuperMario64 PiranhaPlant Sleeping Shoshinkai95.PNG


SuperMario64 Monkey DC80 FallingDown.png

The monkey has an unused animation of falling or tackling. A video showing this animation can be seen here. To view this in-game, replace the value at US-version offset 0x15FDE0 with EACC to substitute the head-bobbing animation with this.

Unused Behaviors

Checked Platforms

The checkerboard-patterned platforms have a variable that causes them to remain stationary, even when Mario is on them.


An unused behaviour allows one to spawn a chest that doesn't emit numbers or shock Mario. It simply opens, from the front or the back, and releases a bubble.


  • Unused behaviour exists for a small flame that bounces in a straight line and can harm Mario on contact. It goes away if Bowser is near.
  • The flames positioned around the castle for light have an unused behaviour that would cause nine of them to spawn inside of each other and do nothing but move back and forth. While the castle flames are normally able to hurt Mario, these ones don't.



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. However, because the three sections are always set to the same destination in the final game, this functionality goes unused.

Red Coins

Red coins have unused behaviours that allow them to both stay in front of Mario and remain at a fixed distance away from him at all times, baiting the player to chase after them.

Skull Box

There is a skull box at the top of the ship in Jolly Roger Bay that slides back and forth. An unused behaviour causes it to float harmlessly in midair.

Prototype Fish Easter Egg Behavior

In Whomp's Fortress, a level editor shows that an unused object can be seen next to the cannon that appears to do nothing. Looking at the script associated with the object reveals a clearly stubbed out function that only checks the water level associated with the object.

// JP: 802AF444
// US: 802AFCE4
void unused_beta_fish_easter_egg(void)
    u8 pad[12]; // reserved stack space. likely declared variables we never get to see used, because...
    f32 water_level = find_water_level(o->oPosX, o->oPosZ);
    // ...the function returns without doing anything. likely commented out code here.

This object is actually a relic of how the Fish Easter Egg in Super Mario 64 worked in the prototype build. In the final game, the game does a 1/256 roll every time Mario makes a splash to see if a fish splashes along with the puddle. In the Shoshinkai 1995 Mario 64 footage, the same can be seen at the exact spot of the unused object. The exact reason for the change is unknown, but it is likely that the change was made because having an easter egg associated with an object meant an object slot was taken up, where as a simple 1/256 roll removed the need for these objects.

Unused Enemies



The game contains an unfinished model for Blargg, an enemy from Super Mario World. It is eyeless and untextured. It has a handful of animations associated with it that show it floating in lava and jumping out.

Use the code below to place it in Lethal Lava Land in (U) 1.0:

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)

Small Chill Bully


In the final game, normal Bullies come in both large and small sizes, as seen in Lethal Lava Land. However, the only Chill Bully in the game is the large found in Snowman's Land, leaving this diminutive version unused.

Unused Goomba Parts

To do:
Replace the 2D body with the 3D body. The 3D body can overwrite the 2D body by inserting at 01D360 at 0x200FFD, but it doesn't scale properly.

Goomba has a darker variant of its head. Although it lacks textures, the color matches that of Goomba's feet. There is also unused round 3D geometry for Goomba's body, which was possibly replaced with the 2D body to increase the game's performance. The unused head can be loaded in-game by replacing the value at US-version offset 0x201021 with 01D0D0.

Unused Head Unused 3D Body
SuperMario64 Goomba 01D0D0 head.png
SuperMario64 Goomba 01D360 body.png

Big Bully - Round Geometry

SuperMario64 3DBody BigBully 3878.PNG

Located with the geometry for the Bullies is a large round 3D object, possibly once intended to have been the body for Big Bully. It is slightly larger than the round 2D body used by Big Bully in the game, and can be loaded by replacing the value at US-version offset 0x134C7A with 3878.

Water Mine

SM64 WaterMine.PNG

This unused mine is found with other water-related objects. It looks similar to the bombs seen in Bowser levels, albeit slightly smaller.

Klepto with Blue Star

SM64 SSL Klepto Blue Star.png

Klepto has 3 graphical variants: holding nothing, holding Mario's hat, and holding a yellow star. However, he has an unused fourth graphic in which he's holding a blue star. This suggests that originally, Klepto would have held a yellow star if the resulting star would be yellow, and a blue star if the resulting star would be blue. But later this was changed so that Klepto will hold a yellow star whether the resulting star is yellow or blue.

(Source: pannenkoek2012)

Unused Level Effects


A blizzard can be triggered in a level via the "Enviroment Effect" option in Messiaen and Skelux's program, OBJ Importer. It interacts with Mario in the same way as normal snowflakes do.

(Source: Messiaen)



Like the blizzard, these happy, bouncing flowers can be spawned in a level via the "Enviroment Effect" option in Messiaen and Skelux's program, OBJ Importer. While their spawn point radius is dependent on Mario's position, they otherwise don't interact with him in any way. They attach themselves to a level's solid, horizontal surfaces. Oddly, their graphic is found among the resources for Lethal Lava Land.

Unused Text

Blanked-Out Text

A number of messages present in the Japanese version were blanked out for the overseas releases, preventing them from being translated.

These lines are found after the rest of the Star names:

Japanese Translation
100まいコインの スター 100-Coin Star
マウンテンのへやが ひらく! The mountain room opens!
みずとゆき2つのへやが ひらく! The water and snow rooms open!
おおきなほしの ドアがひらく! The Big Star Door opens!
クッパへの とびらがひらく! The door to Bowser is open!
3がいへの とびらがひらく! The door to the third floor is open!

This little message is found between the lines "THE SECRET AQUARIUM" and "CASTLE SECRET STARS":

Japanese Translation
おいしいケーキ Delicious Cake

Boo's Taunt

This message comes after the greeting that appears when Mario enters Big Boo's Haunt for the first time. When the unused message is activated, a short Boo laugh plays as the text box appears. While it was translated in the English and French versions of the game, it was, strangely, never translated for the German release but was actually translated into Chinese for the IQue Player release.

Original Scripts Literal Translation
カベも とおりぬけてやる。
こんなこと できるか?
Eh he he...
 I'm gonna haunt you.
    Hee hee hee!
And I'm gonna go through the wall.
Can you do that?
     Heh, heh, heh!
Eh he he...
You're mine, now, hee hee!
I'll pass right through
this wall. Can you do
that? Heh, heh, heh!
Eh he he...
You're mine, now, hee hee!
I'll pass right through
this wall. Can you do
that? Heh, heh, heh!
Ciao bello Mario!
Moi j'traverse les murs!
Tu peux le faire, toi?
Bye bye my dear Mario!
I can go through walls!
You can't do that, can you?
Chinese (IQue Version)
Oh ho ho...
You're mine.
I can pass through this wall
without hurting myself,
Can you?

To view the text in-game, enter the following GameShark codes:

Version Gameshark code
Japan 80330420 0000
81330424 0063
USA 80331480 0000
81331484 0063
Europe 802FD640 0000
812FD644 0063
Japan (Shindou) 80310AB0 0000
81310AB4 0063
iQue 8031310C 0000
81313110 0063

The first line makes the text appear white over a translucent black background, and the second line sets the message ID.

(Source: Mattrizzle - Discovery of Unused Value)

Early Level Select

Located at the beginning of the game's text, in both the Japanese and localized versions of the game, is text for an early level select that was used by the playable demo of the game featured at Shoshinkai '95. It is not the same as the functional Level Select that remains in the final game.

Japanese Translation
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

やめる ?
1: Mountain
2: Fire Bubble
3: Snow Slide
4: Water Land
Bowser #1


The levels accessible from this menu were:

  • Mountain - Whomp's Fortress
  • Fire Bubble - Lethal Lava Land
  • Snow Slide - Cool, Cool Mountain
  • Water Land - Dire, Dire Docks
  • Bowser #1 - Bowser in the Dark World

(Source: eientei95 - Discovery, Joe & GlitterBerri - Translation)


Mystery Goomba

Two Goombas can be seen after the yellow back-and-forth blocks in the level "Bowser in the Sky". They are loaded by a "spawner object" that spawns three Goombas in a triangle. However, the third Goomba is nowhere to be found. This is because the position of the spawner object causes the third Goomba to load just off the edge of the platform, meaning that it spawns at the bottom of the stage. As such, it vanishes completely 1 frame after being spawned, as it's too far away from Mario for the game to draw.

This lonesome Goomba is also impossible to reach. Goombas become disabled (invisible and intangible) when Mario is outside their radius, so the whole trio despawns completely if Mario exits the radius of their spawner object. That means the Goomba is loaded, visible, and tangible for only that single frame.

(Source: pannenkoek2012)

Unreachable Coins

The game features a few coins that can be seen but not collected, unless one uses exploits. Perhaps they were forgotten about by the developers during level redesigns.

Snowman's Land


One example of an unreachable coin is located in Snowman's Land. There's a single coin stuck inside the snowman at the wooden path, at the side where you'd climb it.


It can be collected by using a physics exploit, which requires the player to fire the cannon at a precise position on the corner of the nearby wall.

Tiny-Huge Island


Several other unreachable coins are part of a line that appears in the tiny version of Tiny-Huge Island. In normal gameplay, only the bottommost coin is visible. This is because the coins are positioned along a flatter trajectory than the angle of the actual terrain, causing the remaining coins to bisect the ground. While the second coin in the line cannot be seen, it is still collectible, because its collision box pokes slightly above the ground.


The third coin in the line is unobtainable by legitimate means. However, it can be collected by clipping inside the water-filled mountain at the top of the island, then using a frame-perfect physics exploit that requires jumping while exiting a body of water sideways.

There's also another line of coins on Tiny-Huge Island that has an unobtainable coin in it. This one is actually impossible to collect, because, due to a failsafe mechanic, the coin unloads on the same frame that it's loaded. This is due to the properties of its spawner object. When a five-coin object spawner is loaded, it spawns five coins 300 units above it. It checks for ground starting from 78 units above the coins, then moves the coins to the nearest floor triangle below them. However, if the nearest ground within this range is above the coin's hitbox, the coin will immediately unload. Because this spawner in Tiny-Huge Island is loaded underground, the coins spawn in such a way that the fifth one (on the far left) triggers the failsafe.

(Source: pannenkoek2012)

Level Collision Oddities

To do:
Some of the collision oddities mentioned here are worth noting.

The game uses separate polygon meshes for visual (intangible) geometry and for collision geometry in each course. They were apparently not always kept in synch during development, and so one sometimes hints at geometric features that were later changed or removed from the course altogether.

Over the Rainbow

Although never possible by the normal game's standards, Mario can hang on the starting cloud of Wing Mario Over The Rainbow. This can only be hanged on if solid ground of any kind is present under this cloud, as shown at 1:06 in the video. This oddity still exists in Super Mario 64 DS.

(Source: pannenkoek2012)

Tall Tall Mountain

To do:
Get a good quality prerelease image of the sign
Visible Model Collision Model
Sm64-CollisionOddity TTM1.png
Sm64-CollisionOddity TTM1a.png

In Tall Tall Mountain's slide area there is a single rectangular polygon above the exit of the tunnel, which has collision but is invisible. This is a leftover from a sign with an arrow pointing to the left that can be seen in prerelease materials.

Sm64-CollisionOddity TTM2.png

The large mushrooms around the outer area of the course have a straight stem mesh for their collision, but visually their stems are bent. This possibly suggests that the stems were originally straight and then edited later to make them bent. This oddity still exists in Super Mario 64 DS.

Inside The Castle

Visible Model Collision Model
Sm64-CollisionOddity Castle1.png Sm64-CollisionOddity Castle1a.png

In the room of the castle where The Princess's Secret Slide is accessed, the 3 windows showing Peach extend by the same distance. Their collision geometry is cut off however, so only one of them can have their windowsill walked on by Mario.

Tower Of The Wing Cap

Visible Model Collision Model
Sm64-CollisionOddity WingCap1.png Sm64-CollisionOddity WingCap1a.png

The towers extend much further downward visually than their collision geometry. This theoretically means Mario can fly right through the towers at their bases.

Castle Grounds

Visible Model Collision Model
Sm64-CollisionOddity CastleGrounds1.png Sm64-CollisionOddity CastleGrounds1a.png

The two spires at the back of the castle have no collision at all. This is easily noticeable in-game as the top of the tower (where Yoshi is) can be reached and walked around.

Object Collision Oddities

Water Level Diamond


At 0x070184C8 in the Wet Dry World level data, an unused collision list for the Water Level Diamond object can be seen. However, the code for the object handles the hit detection in-code, so this list is not used.