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Super Mario 64 (Nintendo 64)/Diferencias regionales y de versiones

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This page is a translated version of the page Super Mario 64 (Nintendo 64)/Regional and Version Differences and the translation is 41% complete.
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This is a sub-page of Super Mario 64 (Nintendo 64)/Regional and Version Differences.

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

Diferencias Generales

Pantalla de titulo

Japan/North America Europe
SM64title.png SM64title pal.png
Shindou iQue
SM64title shindou.png SM64title ique.png


  • El logo de SUPER MARIO 64 se aplasto un poco en la versión europea y se cambió completamente en iQue.
  • La textura de "TM" tiene tres diferentes colores y fuentes en Europa, Shindou y iQue (JP/EU blanco, PAL naranja, Shindou/iQue azul)
  • La información de copyright se cambió para reflejar las versiones de Europa, shindou y iQue, además, iQue tiene un año de copyright extra (2003, año en el que salió iQue).

Cabeza De Mario

US/JP EU
Ok! Alright, how do I do it?
Shindou iQue
良し! 好!
  • La pantalla de titulo dice PRESS START en la version Americana y Japonesa, pero solo START en la version Europea. La version Shindou tiene un grafico unico en la esquina inferior derecha, para indicar que el Rumble Pak se puede usar. El fondo se cambio en la version iQue. Solo para saber que version esta jugando.

Game Over

International iQue
SuperMario64 GameOver.png SuperMario64 GameOver-iQue.png
  • Hablando del cambio de fondo arriba, este de "Game Over" se cambió en al versión iQue.

File Select

US EU
SM64 purplemenu ntsc.png SM64 purplemenu pal.png
  • En la versión Europea, el menú de opciones tiene tres leguajes diferentes, pero la versión japonesa y Americana no tienen selección de lenguaje, y donde solo hay opciones de sonido y el lenguaje está bloqueado en Ingles o Japonés, respectivamente. a causa de esto, la versión europea cambio el botón "Sound" por "Options".
JP US/EU iQue
SuperMario64 ScoreScreen-JP.png SuperMario64 ScoreScreen.png SuperMario64 ScoreScreen-iQue.png
  • En la versión de US/EU, una cabeza de Mario remplaza la palabra "Mario" (マリオ) en la izquierda de la carta donde están los puntajes más altos de cada archivo de guardado.
  • La versión iQue usa dos páginas para mostrar información de puntajes por los caracteres chinos más grandes, así que cambias L y R, haciendo esta la única versión de Super Mario 64 que le da función al botón L.

Hud Textures

Japan Europe
SM64-UnusedTexture-Debug KEY.png SM64-UnusedTexture-Debug KEY Pal.png
  • El icono de la "llave" se removió de las versiones internacionales. Aparece reburujado en la versión de US, y una Ü en la versión europea.
Ä (ae) Ö (oe) Ü (ue)
SM64-PALGermanTiles Ä.png SM64-PALGermanTiles Ö.png SM64-UnusedTexture-Debug KEY Pal.png
  • En la versión europea, los "diéresis" (Ä, Ö y Ü) fueron agregados. Aun así la Ü no se usa en ninguna parte del juego.
  • La V y Z se volvieron a añadir en la versión europea de 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
  • En la carta de Peach para Mario, La versión en ingles agrega un saludo personal al inicio y una firma "Peach" en tinta rosa al final.
(Source: The Mushroom Kingdom)

Otros

  • El demo de gameplay de Mario contra Bowser no está en la versión japonesa. las otras demostraciones siguen presentes.
  • Para hablar a NPCs o leer carteles. El jugador debe presionar el botón B. En las otras versiones los botones A y B se pueden usar. El texto no se cambió y solo menciona e botón A. El radio de interacción se cambio para ser más tolerante.
  • La versión Americana tiene código para detectar una televisión PAL y cambiar su salida acordemente, lo que es extraño porque hay una versión separada para regiones PAL. la versión japonesa no tiene este código.
  • En la versión Japonesa, las monedas que caigan al vacío se quedan ahí, las versiones posteriores eliminan esas monedas
  • En la versión japonesa, MIPS tiene la misma velocidad las dos veces aparece en el sótano. En todas las otras versiones, MIPS es algo más lento cuando aparece por primera vez (con 15 estrellas). Además MIPS tiene una cantidad significativamente más baja de gravedad en la versión japonesa.

Actuación de voz

Mario

Mario no dice ciertas líneas en la versión japonesa:

  • "Hello!" cuando su cabeza flotante te saluda.
  • "Okey-dokey!" cuando eliges tu partida.
  • "Let's-a go!" caundo eliges una estrella.
  • "Game over!" cuando te quedas sin vidas.
  • "Press START to play!" cuando ves el demo.
  • "D'oh!" cuando haces un salto largo o lanzarse hacia una pared. En lugar de eso dice “Uhn!" como cuando toca una pared de cualquier otra manera.
  • "Boing!" cuando saltas de un spindrift .
  • "Wha-ha!" o "Yipee!" cuando haces el triple salto. El solo dice "Yahoo!" lo que puede pasar aleatoriamente en las versiones internacionales.
  • "Ha ha!" cuando sale de la tubería en la introducción. Lo dice después de un backflip.
  • Mario no dice "Mamma mia!" cuando se cae de un nivel sin cuadro después de perder una vida en la versión Japonesa. Lo hace en las versiones internacionales.
  • "So long, King-a Bowser!" cuando avientas a Bowser (Porque su nombre es "King Koopa" en japon). Mario todavía dice "Here we go!" como cuando no lo avientas muy lejos.
  • "I'm-a tired!" y sus sueños de pastas no están.
(Source: The Mushroom Kingdom)

Peach

La princesa Peach no tiene voz en las cinemáticas del inicio ni del final, esta fue añadida para todas las otras versiones.

Cambios en niveles

Adentro del castillo

Peach Secret Slide Room

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

Es difícil de notar a primera vista, pero una textura de una pared fue movida un poco en la version Americana.

Japan US
textura mal colorida en la versión Japonesa. La textura correcta en la versión Americana.

Hay una pared ¨roja¨ mal colorida en esa esquina de la versión japonesa, se corrigió en la versión Americana.

(Source: ProjectRevoTPP, JoshDemon)

Jolly Roger Bay

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

En la versión japonesa, la pintura de Bahía del Capitán se trata básicamente de burbujas en agua azul. Y también era única por no tener marco dorado (que tienen casi todos los demás cuadros, excepto la pintura de Ciudad Esponja). En la version Americana, la pintura fue cambiada y el marco se hizo dorado. Por alguna razón, todas las versiones de Super Mario 64 DS usan la imagen japonesa.

Japan/Shindou US
The original Star in the Japanese version. The American version of the star in Jolly Roger Bay.

En el nivel en sí,la estrella en el pilar de piedra está al aire libre en la versión japonesa, pero contenida en una caja ! en la versión americana, Talvez Para que sea menos obvia. De nuevo, todas las versiones del remake de DS dejan la estrella como en la versión japonesa.

Cool Cool Mountain

Japan US
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 American version.

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 American version, it continues to tilt in the direction Mario was standing for about half a second.

(Source: [1])

Rainbow Ride

JP US/EU/JP (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.
  • 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.
(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 the changes to the international version.

It fixes the "backwards long jump" glitch, 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, eh 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

The Wii Virtual Console version of Super Mario 64 contains a floating-point rounding error as a result of an emulation inaccuracy. This results in the platforms in Bowser in the Fire Sea very slowly moving up with every cycle.

This glitch would be later exploited in an online speedrunning category titled the "A Button Challenge", where Super Mario 64 is beaten with the most minimal A presses possible.

Because the platform slowly moves up, this allows for a strategy that takes up to THREE DAYS to be performed involving waiting for the platform to rise at the right height and using a glitch that launches Mario up to the elevator without reaching the pole (which in the context of this challenge requires one A press).

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