Super Mario 64 (Nintendo 64)
|Super Mario 64|
This game has unused enemies.
This game has a notes page
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.
- 1 Subpages
- 2 Early Object Layouts
- 3 Unused Mario Animations
- 4 Unused Behaviors
- 5 Unused Enemies
- 6 Unused Level Effects
- 7 Unused Text
- 8 Oddities
| 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
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
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.
- 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 seems to be interesting is the fact, is that there is no way to bring these in to the game itself. These are most likely hard coded not to appear. The models shown in Toad's Tool 64 also appear to be mostly the Snowman's Head which includes the cannon that usually is 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. It looks different, and uses an earlier behavior.
Unused Mario Animations
Mario has 209 animations, indexed from 0 to 208. Some of these are unused in the game, documented below.
Replace the animations with high quality rips.
Animation #56. This unused animation appears to be Mario putting on his hat faster than normal.
Animation #84. This unused animation appears to be Mario bending his knees while riding a koopa shell.
Animation #81. This unused animation appears to be Mario transitioning from freefall to a forward spin.
Animations #98, #99, #100. These unused animations appear to be either Mario crying or reaching into his pockets.
Left: Animation #114. This is the original running animation. Right: Animation #115. This unused animation appears to be identical to the original running animation. It's not clear what the difference is.
Left: Animation #145. This is the original 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.
Left: Animation #191. An older sideflip animation. Right: Animation #73. This unused animation appears to be a sideflip variation where Mario flips forward instead of sideways.
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 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.
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.
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
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.
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
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.
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.
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.
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:
|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":
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.
|Japanese Script||Translation||English Script||French Script|
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... 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!
Hé...hé...hé... Ciao bello Mario! Moi j'traverse les murs! Tu peux le faire, toi? Hin...hin...hin...
To view the text in-game, enter the following GameShark code in the US version:
The first line makes the text appear white over a translucent black background, and the second line sets the message ID.
Early Level Select
- Main Article: Prerelease:Super Mario 64 (Nintendo 64)
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.
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 Slide 4: Water Land Bowser #1 Back PAUSE Continue? Quit?
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
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.
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.
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.
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.
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.
Tall Tall Mountain
Get a good quality prerelease image of the sign
|Visible Model||Collision Model|
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.
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|
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|
The towers extend much further downward visually than their collision geometry. This theoretically means Mario can fly right through the towers at their bases.
|Visible Model||Collision Model|
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.