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Super Mario 64 (Nintendo 64)/Regional and Version Differences

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This is a sub-page of Super Mario 64 (Nintendo 64).

Hmmm...
To do:
Detailed analysis of differences in the code.

General Differences

Title Screen

Japan/US Europe
SM64title.png SM64title pal.png
Shindou iQue
SM64title shindou.png SM64title ique.png


  • The logo was squashed a bit in the European version and completely changed for the iQue one.
  • The "TM" texture has different color and a different font in Europe, Shindou and iQue (Japan/US white, PAL orange, Shindou/iQue blue)
  • The copyright info was updated to reflect the European and Shindou releases. The iQue version has an extra copyright year (2003, the year that the iQue was released).

Mario's Head

Japan/US Europe
Ok! Alright, how do I do it?
Shindou iQue
良し! 好!
  • The intro screen says PRESS START in the US and Japanese versions, but just START in the European version. The Shindou version has a unique graphic on the bottom right of the screen, used to indicate that a Rumble Pak can be used. The background was changed in the iQue version, just to let you know what version you're playing.

Game Over

International iQue
Game Over! 游戏结束!
  • Speaking of background change above, this one from the "Game Over" screen was also changed in the iQue version.

Demo Video

International Europe
SM64 US Demo.gif SM64 EU Demo.gif
  • In the European release, the demo clip depicting Mario collecting a ring of coins in Whomp's Fortress sees him collect one less coin than in all other versions of the game. Notably, this is the only change to the demo videos between regions.
(Source: Supper Mario Broth)

File Select

US Europe
SM64 purplemenu ntsc.png SM64 purplemenu pal.png
  • In the European version, the options menu has three different languages, but the American and Japanese versions don't have a language selection, with the options menu containing only sound options and the language being locked into English or Japanese, respectively. Because of this, the European version has the "Sound" button changed to "Options".
Japan US/Europe iQue
SuperMario64 ScoreScreen-JP.png SuperMario64 ScoreScreen.png SuperMario64 ScoreScreen-iQue.png
  • In the US and European versions, a Mario's head icon replaces the word "Mario" (マリオ) on the left of letter of which save file high scores belong to.
  • The iQue version uses two pages to display score info due to the larger Chinese characters, thus you change between them with L and R, making this the only version of Super Mario 64 to give a function to the L button.

Hud Textures

Japan Europe
SM64-UnusedTexture-Debug KEY.png SM64-UnusedTexture-Debug KEY Pal.png
  • The unused "key" HUD icon was removed from the international versions. It appears as a garbled mess in the US version, while in the European version it was replaced with the German Ü:
Ä (ae) Ö (oe) Ü (ue)
SM64-PALGermanTiles Ä.png SM64-PALGermanTiles Ö.png SM64-UnusedTexture-Debug KEY Pal.png
  • In the European version, the "German Umlauts" (Ä, Ö and Ü) were added. However the Ü isn't used anywhere in the game normally.
  • The V and Z alphabet tiles were re-added in the European version of Super Mario 64.

Peach's Letter

Japan English Localization
SM64PeachsLetter(JP).png SM64PeachsLetter(US).png
Japan Translation English Localization
おしろへ あそびに
きてください。
ケーキ を つくって
まってます。
ーピーチよりー
Please come over to the castle. 
I made a cake,
and I'm waiting for you.
-From Peach
Dear Mario:
Please come to the 
castle. I've baked 
a cake for you.
Yours truly--
Princess Toadstool
Peach
  • In Peach's letter to Mario, the English version adds a personal greeting to the beginning and a "Peach" signature in pink ink to the end.
(Source: The Mushroom Kingdom)

End Screen

  • In the European version, the Cake screen has been re-rendered to accommodate the addition of French and German translations. This re-render features a wider field of view, a slightly different camera angle, and a circular "THANK YOU" decoration in place of the square one from the US and Japanese versions. This cake design was reverted for the Shindou version, and does not appear in the DS remake.
International Europe
SM64-CakeInt.png SM64-CakeEu.png

Others

  • The gameplay demo of Mario battling Bowser is missing in the Japanese version. The other gameplay demos are still present.
  • To talk to NPCs or read signs, the player has to press the B button in the original Japanese version. Overseas and in Europe, either the A button or the B button can be used. The text was not changed to compensate for this and still mentions only the B button. The interaction radius has also been made a bit more lenient.
  • The American version has code to detect a PAL TV and change its output accordingly, which is odd given there is a separate European version for PAL regions. The Japanese version doesn't have this code.
  • In the Japanese version, coins could land on the void and stay there. Later versions despawn any coins that land on the void.
  • In the Japanese version, MIPS has the same speed both times he spawns in the basement. In all other versions, MIPS is slightly slower the first time he spawns (at 15 stars). MIPS also has significantly less gravity in the Japanese version.

European Text Changes

Compared to the American version, a few strings were changed in the European version - most of them not due to the differences between American and British English.

American European
Wow! You're smack in the middle of the battlefield.

You'll find the Power Stars that Bowser stole inside the painting worlds.

First, talk to the Bob-omb Buddy. (Press [B] to talk.)

He'll certainly help you out, and so will his comrades in other areas. […]

Wow! You're smack in the middle of the battlefield.

You'll find the Power Stars that Bowser stole inside the painting worlds.

First, talk to the Bob-omb Buddy. (Press [B] to talk.)

He'll certainly help you out, and so will his friends in other areas. […]

Watch out! If you wander around here, you're liable to be plastered by a water bomb!

Those enemy Bob-ombs love to fight, and they're always finding ways to attack. […]

Watch out! If you wander around here, you're liable to be splattered by a water bomb!

Those enemy Bob-ombs love to fight, and they're always finding ways to attack. […]

Hey!!! Don't try to scam ME. You've gotta run the whole course.

Later. Look me up when you want to race for real.

Hey!!! Don't try to cheat! You've gotta run the whole course.

Later. Look me up when you want to race for real.

Welcome.

No one's home!

Now scram-- and don't come back!

Gwa ha ha!

Welcome.

No one's home!

Now get lost and don't come back!

Gwa ha ha!

Hidden inside the green block is the amazing Metal Cap.

Wearing it, you won't catch fire or be hurt by enemy attacks.

You don't even have to breathe while wearing it.

The only problem: You can't swim in it.

Hidden inside the green block is the amazing Metal Cap.

Wearing it, you won't catch fire or be hurt by enemy attacks.

You don't even have to breathe while wearing it.

The only problem: It's too heavy to swim with.

Owwch! Uncle! Uncle!

Okay, I give. Take this Star!

Whew! I feel better now. I don't really need it anymore, anyway […]

Owwch! Uncle! Uncle!

Okay, I give up. Take this Star!

Whew! I feel better now. I don't really need it anymore, anyway […]

Mario!!! It that really you??? [sic]

It has been so long since our last adventure! […]

Now I have a very special message for you.

«Thanks for playing Super Mario 64!

This is the end of the game, but not the end of the fun.

We want you to keep on playing, so we have a little something for you.

We hope that you like it!

Enjoy!!!

The Super Mario 64 Team»

Mario!!! It that really you??? [sic]

It has been so long since our last adventure! […]

Now I have a very special message for you.

«Thanks for playing Super Mario 64!

This is the end of the game, but not the end of the fun.

The Super Mario 64 Team»


(Source: Disassembly: /text/us/dialogs.h)

Voice Acting

Mario

Mario doesn't say a few lines in the Japanese version:

  • "Hello!" when his disembodied head greets you.
  • "Okey-dokey!" when you choose a save file.
  • "Let's-a go!" when you choose a star.
  • "Game over!" when you run out of lives.
  • "Press START to play!" when you are watching the demo.
  • "D'oh!" when you long jump or dive into a wall. He instead says "Uhn!" like when Mario hits a wall any other way.
  • "Poin!" when you jump off a Spindrift.
  • "Wha-ha!" or "Yipee!" when you Triple Jump. He instead only says "Yahoo!" which can also randomly happen in the international versions.
  • "Ha ha!" when leaping out of the pipe in the intro. He still says it after a backflip.
  • Mario doesn't say "Mamma mia!" when falling out of a non-painting course after he loses a life in the Japanese version. He does in the international versions.
  • "So long-a Bowser!" when you throw Bowser far away (since his name is "Koopa" in Japan). He instead still says "Here we go!" like when you're throwing him a short distance away.
  • His "I'm-a tired!" and dreams about pasta while idling are missing.
(Source: The Mushroom Kingdom)

Peach

Princess Peach doesn't have any voice acting in the original Japanese release during the beginning and final cutscenes. This was added for all other versions.

Level Changes

Inside Castle

Peach Secret Slide Room

Japan US/Europe
The original texture placement in the Japanese version. The American version has moved the texture a bit.

Hard to see at first, a wall texture was shifted in the US and European versions.

Japan US/Europe
The miscolored texture in the Japanese version. The corrected texture in the American version.

There's a miscolored "red" wall on the inside of the window frame in the Japanese version, this was corrected in the US and European versions.

(Source: ProjectRevoTPP, JoshDuMan)

Jolly Roger Bay

Japan US/Europe
The original painting in the Japanese version. The American version of the painting.

In the Japanese version, the painting of Jolly Roger Bay is water with bubbles, and lacks the gold frame seen on nearly every other painting in the game, save Cool Cool Mountain's and Wet-Dry World's paintings. One possible reason for the change is because this bubble painting was intended for Dire Dire Docks. The internal level name for both Dire Dire Docks and this painting is "Water Land," not Jolly Roger Bay's "Water Dungeon & Sunken Ship."

In the American version, this Jolly Roger Bay Bubbles painting was replaced with a painting of a sunken ship on the sea floor, and given a golden frame, though this change was reverted for Super Mario 64 DS, which uses the Bubbles painting.

Japan/Shindou US/Europe
The original Star in the Japanese version. The US and European versions of the star in Jolly Roger Bay.

In the level itself, the Star on the stone pillar is out in the open in the Japanese version, but contained inside a ! box in the US and European versions, probably to make the Star's position not too obvious. Again, all versions of Super Mario 64 DS leave the star out in the open, like in the Japanese release.

Cool Cool Mountain

Japan US/Europe
The original star placement in the Japanese version. The American version of the star.

When you take the baby penguin to its mother, the Power Star is placed right above the mother in the Japanese version. This was probably a bit hard to collect, so the Star was moved next to the pool in the US and European versions.

Big Boo's Haunt

When Mario stops touching the tilting platform on the second floor of Big Boo's Haunt, the platform immediately starts to return to its original position in the Japanese version. In the US and European versions, it continues to tilt in the direction Mario was standing for about half a second.

(Source: [1])

Rainbow Ride

Japan US/Europe/Shindou
SM64-polejp.png SM64-poleus.png

In the original Japanese version, the pole located above one of the four rotating platforms has four small blue arrows around its top, similar to a rose compass. These arrows were removed in all other versions.

Glitches

Some glitches which were present in the Japanese version have been fixed for the American release.

1000 Coin Glitch

It's possible to collect more than 999 coins (for instance, grabbing the coins generated by Bowser's fire), at which point the coin counter gets forced back to 999. A bug in the Japanese version causes it to instead try to set the life counter to 999. Since the life counter is only 8 bits, this becomes -25, which is displayed as M25 in the game. (M is used in the place of a minus sign. This is also seen in the debug displays.) If you then try talking to Yoshi without entering a new course to reset the invisible coin counter, the game will lock up. He'll try to give you 100 total lives, but the game will continuously set Mario's life total to -25 each frame, and you'll be stuck on the roof with Yoshi while the "counting" sound effect continuously playing.

The lines of code relevant to this glitch were included in game.c in the July 2020 source code leak. While the glitch has been fixed, the relevant lines have a comment that reads "JPBUG."

if (marioWorks->nlifes > 100)  marioWorks->nlifes = 100;	/* for sefty	*/
if (marioWorks->ncoins > 999)  marioWorks->ncoins = 999;	/* for sefty	*/	/* JPBUG	*/
if (playerMeter.coin   > 999)  playerMeter.coin   = 999;	/* for sefty	*/	/* JPBUG	*/

Presumably the glitch came from copy-pasting the logic from the first line into the second and forgetting to change one of the variables:

if (marioWorks->ncoins > 999) marioWorks->nlifes = 999; /* OOPS! */

(Source: pannenkoek2012)
  • In the Japanese version, when Bowser is defeated and leaves behind the key, run to where the key will land and press C-Up and look somewhere. Mario will keep looking that way during the key collection cutscene.
    • Further, the key collection cutscene shows a Star instead of a key; early footage (see right) of the first Bowser fight shows him leaving behind a Star upon defeat, suggesting that this is a very old leftover.

Mario64 Scan StarFromFirstBowser.png
(Source: darkeye14)
  • In both Bowser in the Sky and Shifting Sand Land's pyramid, it is possible to trigger a bug that causes the music to stop. Attempting to leave the course will cause the game to freeze.
  • If you exit a level while on a falling bridge block, upon returning to the castle, Mario will clip through the first thing he stands on.
  • An exploit was fixed where the game freezes all surroundings except for Mario himself when a text box is queued up, but doesn't actually check whether Mario can receive the text box (is standing on solid ground), thus allowing to move around in a frozen world where no objects update (collected stars don't disappear, doors don't open, etc.) as long as you stay in mid-air. Notable applications included the cap switches, the boos in Big Boo's Haunt Star 1, and Ukiki in Tall Tall Mountain.
  • If you take a warp while racing Koopa the Quick in Course 1 (Bob-omb Battlefield), the race music will change back to the regular course music.
  • On the first star of Big Boo's Haunt, there is one Boo in the room with the Mr. I where you get the Star "Eye to Eye in the Secret Room". In the Japanese version this Boo counts towards the five boos required to spawn the Big Boo; if this Boo is killed last, the text box won't show up and the jingle won't play due to the Big Boo downstairs being despawned. The later versions added a check so only the five boos on the lower floors count.
  • In the Japanese version, Bowser's collision doesn't despawn when he is defeated at the end of Bowser in the Sky, so Mario will still be able to collide with him as if he were there.
  • In the Japanese version, King Bob-omb's velocity is not set to zero when he despawns, i. e. by warping away from the battle. As a result, if you start the battle, warp away using the warp right below him, warp back and then talk to him, he will move away while the text box is up.
  • The Japanese version has a camera glitch. If Mario grabs a Wing Cap and triple jumps to take off but dives or ground pounds after the camera moves close but before he actually starts flying, the camera will stay behind Mario as if he were still in flight.
  • When Piranha Plants are killed and then despawn during the death animation due to being too far away, the Japanese version will simply interrupt the death animation and patiently wait for the player to return to finish the death animation. Trying to do this in later versions will reset the Piranha Plants.
  • Mario takes damage from bumping into a sleeping Piranha Plant in the Japanese version only. In later versions he will not take damage from this action.
  • Dying from fall damage while falling into the trigger for the Lakitu cutscene at the very beginning of the game causes a softlock in the Japanese version.


(Source: Super Mario Wiki)

Sound Effect Changes

Hmmm...
To do:
Upload and compare these sounds (ripped not recorded because of US and Japanese console pitch differences).

Japanese to US

  • The Chain Chomp makes a totally different barking sound in the Japanese version; it sounds more like a human saying "wanwan", which is both its Japanese name and an onomatopoeia for barking. The US and later versions changed this to an actual dog's bark.
  • When collecting Red Coins, the Japanese version uses a different sound that doesn't increase in pitch with each successive coin. This also applies to secrets (for the stars that require finding five "secrets" on the course) and the water rings in Dire Dire Docks.
  • Finding the secret shortcut on the slide of Cool Cool Mountain does not play a jingle in the Japanese version. The object that plays this jingle is missing entirely.
  • Hitting a cap switch does not play a jingle in the Japanese version.
  • The Big Boo in the merry-go-round of Big Boo's Haunt plays the sound effect normally used for opening the chests in Jolly Roger's Bay when he spawns, this was changed to the standard jingle in later versions.
  • In all versions other than the Japanese version, coins stop playing a sound for every consecutive bounce after the 5th.
  • The Japanese version is missing certain sound effects in the game's opening, specifically the "whoosh" when Lakitu is flying, the "click" when the camera goes into his point of view, and the "boing" when Mario jumps out of the pipe.
  • The warping sound effect heard when exiting a course without getting a Star is absent in the Japanese version, and the star sound effect doesn't play when entering certain "mini-courses" like the Tower of the Wing Cap.
  • An audio cue titled "Lakitu's Message" was added when Lakitu flies up to Mario to introduce himself and explain the camera controls. Thus, it isn't in the official soundtrack.
  • Money Bags don't make a sound when they turn back into a coin in the Japanese version.
  • The flying ship on Rainbow Ride is silent in the Japanese version.
  • The buzz when trying to zoom out the camera while the camera is already zoomed out is missing in the Japanese version.
  • If the Big Penguin beats Mario in the Japanese version, he mistakenly uses Koopa the Quick's dialogue sound instead of the usual penguin cry.
(Source: The Mushroom Kingdom)

US to European

  • In the intro, when Mario jumps out of the pipe and the pipe goes back into the ground, a variation of the classic Mario "pipe sound" is heard in the US version. This sound has been made a lot quieter in the European version, almost down to where you can't hear it.
  • Bowser's doors have completely different sounds for opening and closing in the US version. In the European version, they sound pretty much the same.
  • The yellow coin collecting sound is slightly slowed down in the European version.
  • When letting go of Mario's face when playing around with it, the European version's sound is in a lower pitch.

Shindou Pak Taiou Version

A Japanese re-release that could be primarily considered an "International Edition", as it includes nearly all of the changes added in the international version.

Mario's long jump now has a cap for going at negative speeds (e.g. going backwards), fixing the famous "Backwards Long Jump" glitch. It also adds Rumble Pak support, and makes Mario face the screen after grabbing a tree.

The only other difference was Mario's taunt when swinging Bowser far away ("Buh-bye!", rather than "So long-a Bowser!", or just "Here we go!" in the original Japanese release), as Bowser is named Koopa in Japanese. The "Buh-bye!" clip is slowed down compared to the sound clip in the DS version and the first and second jump sounds are higher in pitch from their international counterparts.

First Jump

Second Jump

"Buh-bye!"

The "Buh-bye!" clip was sped up and reused for Sleep Mode in Super Mario 64 DS and New Super Mario Bros., and once again when throwing Bowser far away in the former game.

(Source: Super Mario 64 - Tree Grab differences between versions w/ comparison)

New Feature

SM64ShindoPakTSMario.png

A neat Easter egg was added to the "Press Start" screen: pressing Z makes the background get filled out with images of Mario's face. This is taken from the frame buffer, so the faces move alongside the modeled Mario face. This is still present in the iQue Player version.

Text Differences

The Shindou version insists you can use A as an alternative to B for interacting with things. Non-Japanese scripts are based on the original Japanese version. The localized English version is also present to complete the comparison.

Japan Translation English Localization Shindou Pak Taiou Version Translation
おおっと、ここはキケンな
せんじょうの どまんなか。
『え』のなかのせかいには
クッパが ぬすんだ
パワースターがある。
まずは、あかいボムへいに
はなしかけてみるといい!
Bボタンではなしができる。
きっと、ちからになって
くれるはずだ。
カンバンを よむときも
たちどまって Bボタン!
AかBボタンですすめる!
まえにたつだけで はなし
かける、どうぶつもいます。
Uh-oh, looks like you've landed smack dab
in the middle of a dangerous battlefield.
The worlds inside the paintings
contain the Power Stars that
were stolen by Koopa.
First off, try talking with
the red Bomb Trooper! 
Strike up a conversation with B.
They're sure to
help you out.
To read signs, stand in front
of them and press B.
Use A or B to scroll through text!
There are also creatures who will talk 
to you if you stand in front of them.
Wow! You're smack in the
middle of the battlefield.
You'll find the Power
Stars that Bowser stole
inside the painting worlds.
First, talk to the
Bob-omb Buddy. (Press B
to talk.) He'll certainly
help you out, and so will
his comrades in other
areas.
To read signs, stop, face
them and press B. Press A
or B to scroll ahead. You
can talk to some other
characters by facing them
and pressing B.
おおっと、ここはキケンな
せんじょうの どまんなか。
『え』のなかのせかいには
クッパが ぬすんだ
パワースターがある。
まずは、あかいボムへいに
はなしかけてみるといい!
Bボタンではなしができる。
きっと、ちからになって
くれるはずだ。
カンバンは まえにたって
AかBボタンでよめます。
まえにたつだけで はなし
かけてくれる どうぶつも
います。
Uh-oh, looks like you've landed smack dab
in the middle of a dangerous battlefield.
The worlds inside the paintings
contain the Power Stars that
were stolen by Koopa.
First off, try talking with
the red Bomb Trooper!
Strike up a conversation with B.
They're sure to
help you out.
You can read signs by standing
in front of them and pressing A or B.
Use A or B to scroll through text!
There are also creatures who will talk 
to you if you stand in front of them.
このように カンバンの
まえで Bボタンをおすと
よむことができます。
ノコノコや どうぶつたち
と はなすときは、まえに
たちどまってください。
このコースにあるクッパに
ぬすまれたパワースターを
とりかえしてください。
You can read a sign by
standing in front of it like this
and pressing the B button.
To talk to Nokonokos and
other creatures, stand in front
of them. Please recover
the Power Stars stolen
by Koopa that are hidden
in this course.
To read a sign, stand in
front of it and press B,
like you did just now.
When you want to talk to
a Koopa Troopa or other
animal, stand right in
front of it.
Please recover the Stars
that are stolen by
Bowser in this course.
このように カンバンの
まえでAかBボタンをおし
よむことができます。
ノコノコや どうぶつたち
と はなすときは、まえに
たちどまってください。
このコースにあるクッパに
ぬすまれたパワースターを
とりかえしてください。
You can read a sign by
standing in front of it like this
and pressing the A or B button.
To talk to Nokonoko and
other creatures, stand in front
of them. Please recover
the Power Stars stolen
by Koopa that are hidden
in this course.
『ピーチの おしろ』
     すぐそこ
Aボタン『ジャンプ』
Zボタン『しゃがむ』
Bボタン『カンバンよむ』
    『パンチ』
    『ものをもつ』
もういちどおす『なげる』
Peach's Castle
     Dead Ahead
A Button - Jump
Z Button - Crouch
B Button - Read Signs
         - Punch
         - Grab
         - Press Twice to Throw
Princess Toadstool's
castle is just ahead.
Press A to jump, Z to
crouch, and B to punch,
read a sign, or grab
something.
Press B again to throw
something you're holding.
『ピーチの おしろ』
     すぐそこ
Aボタン『ジャンプ』
    『カンバンよむ』
Zボタン『しゃがむ』
Bボタン『パンチ』
    『カンバンよむ』
    『ものをもつ』
 もういちどおすと
    『なげる』
Peach's Castle
     Dead Ahead
A Button - Jump
         - Read Signs
Z Button - Crouch
B Button - Punch
         - Read Signs
         - Grab
         - Press Twice
           to Throw

Virtual Console version

Chain Chomp's Chompers

Due to an emulation bug, the flesh inside Chain Chomp's mouth appears purple rather than red in the Wii Virtual Console release. This is fixed in the Wii U Virtual Console release.

Nintendo 64 Wii Virtual Console
SM64 Chain Chomp Mouth N64.png SM64 Chain Chomp Mouth VC.png

Dissolve Effect

When Mario uses a Vanish Cap or a teleporter, he's supposed to look fuzzy, or like he's dissolving, using an alpha dithering effect. The emulator used in the Wii Virtual Console version doesn't support this, so Mario simply becomes translucent (like a ghost). This is fixed on the Wii U Virtual Console.

Nintendo 64 Wii Virtual Console
SM64 Teleport Dithering N64.png SM64 Teleport Transparent VC.png

Bowser in the Fire Sea's Elevating Platforms

The Wii Virtual Console version of Super Mario 64 contains a floating-point rounding error as a result of an emulation inaccuracy. Specifically, when the game converts a 64-bit float to its 32-bit equivalent, the last digits of that float don't align neatly with the 32-bit float. The Nintendo 64 internally sets the float to the nearest available float, but the Virtual Console emulator rounds it to zero instead. This is otherwise universally imperceptible, but when a object that uses floats calls this function in a loop this can cause that object's position to gradually drift over time.

The Super Mario 64 community put this to good use with the infamous A Button Challenge, where the level Bowser in the Fire Sea features a platform that oscillates in and out of the lava. Originally, in the context of the challenge, this was a level that required one A press (specifically to jump off the pole leading to the elevator). This particular platform usually doesn't go anywhere, but on the Virtual Console the emulator's faulty rounding raises the platform's position away from the lava and into the air. This paved the road to a rather infamous exploit where runners wait a few hours for the platform to rise, store Mario's vertical speed by jumping in the lava and landing on the platform's exposed edge, and waiting for three days for the platform to rise until it's just high enough for Mario to launch off the platform using his stored speed and hang onto the elevator's exposed hitbox.

This bug was fixed with all later Nintendo 64 games released via Virtual Console, as well as the Wii U Virtual Console version of Super Mario 64.

Super Mario 3D All-Stars

Hmmm...
To do:

The version included in Super Mario 3D All-Stars is based on the Shindou Pak Taiou version, with some textures being redrawn in a higher resolution (most notably the HUD and Mario's textures). Certain textures that were based on pre-existing artwork (like the Bowser puzzle in Lethal Lava Land), use higher-resolution prints of said artwork, and most other textures (like the Hazy Maze Cave map) were upscaled using AI. For languages other than Japanese, the text is translated accordingly. These changes are actually patched in on-the-fly as the game runs, and as a result ripping and playing the ROM on an emulator gives you the standard, no-nonsense Shindou Mario 64 experience.