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Super Mario 64 (Nintendo 64)/Différences de Région et de Version

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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 25% complete.
Outdated translations are marked like this.
Other languages:
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Différences générales

  • Dans la version Européenne, les options de menu ont trois options pour des langues différentes, mais les versions Américaines et Japonaises n'ont pas de sélection de langue, avec les options de menu contenant seulement les options de son et la langue étant bloquée en Anglais ou Japonais respectivement. À cause de cela, elles ont les "Options" changées pour "Sound".

Écran titre

Amérique du Nord/Japon Europe iQue
OK! Alors, comment je commence? 好!
  • L'écran d'introduction dit PRESS START dans les versions US et Japonaise, mais simplement START dans la version européenne. L'arrière-plan a été changé dans la version iQue, simplement pour laisser savoir de quelle version il s'agit.


  • The SUPER MARIO 64 logo was squashed a bit in the European version and it was completely changed in iQue.
  • The "TM" texture has 3 different colors and a different font in Europe, Shindou and iQue (JP/US white, PAL orange, Shindou/iQue blue)
  • The copyright info was also updated to reflect the European and Shindou releases, and iQue, in addition, that iQue has an extra copyright year (2003, the year that the iQue was released).

Mario's Head

US/JP EU
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
SuperMario64 GameOver.png SuperMario64 GameOver-iQue.png
  • Speaking of background change above, this one from the "Game Over" screen was also changed in the iQue version.

File Select

US EU
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".
JP US/EU iQue
SuperMario64 ScoreScreen-JP.png SuperMario64 ScoreScreen.png SuperMario64 ScoreScreen-iQue.png
  • In the US/EU version, 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

Japon Europe
SM64-UnusedTexture-Debug KEY.png SM64-UnusedTexture-Debug KEY Pal.png
  • L'icone HUD de clé inutilisée a été enlevée des versions internationales. Elle apparaît comme une masse gribouillée dans la version américaine et comme un Ü bleu-argent dans la version européenne.
Ä (ae) Ö (oe) Ü (ue)
SM64-PALGermanTiles Ä.png SM64-PALGermanTiles Ö.png SM64-UnusedTexture-Debug KEY Pal.png
  • Dans la version Européenne, les "Voyelles Allemandes" (Ä, Ö and Ü) ont été ajoutées. Cependant, le Ü n'est pas utilisé dans le jeu du tout.
  • Les tuiles alphabétiques V et Z ont été ré-ajoutées dans la version européenne 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
  • 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)

Others

  • La démo montrant Mario battant Bowser est manquante de la version japonaise. Les autres démos de gameplay sont toujours présentes.
  • Pour parler aux NPC, le joueur devait appuyer sur le bouton B. Outre-mers, le bouton A ou B peut être utilisé.
  • 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.

Voix

Mario

Mario ne dit pas certaines lignes dans la version japonaise.

  • "Hello!" sur sa tête à l'écran titre.
  • "Okey-dokey!" quand on choisit un fichier de sauvegarde.
  • "Let's-a go!" quand on choisit une étoile.
  • "Game over!" quand on a plus de vies.
  • "Press START to play!" quand on regarde la démo.
  • "D'oh!" quand Mario se cogne contre un mur. Il dit "Uhn!"à la place, comme pour toucher un mur de n'importe quelle autre façon.
  • "Boing!" quand on saute d'un Spindrift.
  • "Wha-ha!" ou "Yipee!" quand on fait un triple saut. Il dit "Wahoo!" à la place comme ce qui peut arriver dans les versions internationales
  • Mario ne dit pas "Mamma mia!" quand il perd un niveau qui n'est pas une peinture dans la version japonaise.
  • "So long-eh Bowser!" when you throw Bowser far away (since his name is "King 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.

Peach

Princesse Peach n'a aucune voix dans la version originale japonaise durant l'introduction et la scène finale. Ces lignes ont été ajoutées dans toutes les autres versions.

Changements de Niveaux

Baie des Pirates

Japan US
La peinture originale dans la version Japonaise. La version Américaine de la peinture.

Dans la version japonaise, la peinture de la Baie des Pirates est essentiellement de l'eau avec des bulles ajoutées. Elle était aussi unique, vu qu'elle n'avait pas de cadre en or (visible par presque toutes les autres peintures dans le jeu, excluant le Monde Trempé-Séché). Dans la version américaine, la peinture a été changée et le cadre fût changé en or. Pour quelconque raison, toutes les versions de "Super Mario 64 DS" utilisent l'image de la version japonaise.

Japan US
L'Étoile originale dans la version Japonaise. La version Américaine de l'Étoile dans la Baie des Pirates.

Dans le niveau lui-même, l'Étoile sur le pilier de pierre est à l'air libre dans la version Japonaise, mais contenue dans une boîte ! dans la sortie Américaine, probablement pour rendre la position de l'Étoile plus subtile. Encore une fois, toutes les versions du remake DS laissent l'Étoile en dehors comme dans la version japonaise.

Montagne Gla-Gla

Japan US
Le placement de l'Étoile dans la version Japonaise. La version Américaine de l'Étoile.

Quand tu apporte le bébé pingouin à sa maman, l'Étoile de puissance est placée juste au dessus de la mère dans la version Japonaise. C'était probablement un peu dur à ramasser, donc l'Étoile a été placée près du trou de glace dans la version Américaine.

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.

Bogues

Quelques bogues qui étaient présents dans la version Japonaise ont été réparés pour la version Américaine.

  • Quand tu appuie sur l'un des interrupteurs dans la version Japonaise, les environs cessent de bouger, ce qu'ils ne font pas dans la version Américaine. Ceci a été fait pour empêcher un bogue visuel où si tu appuyais sur l'interrupteur et collectais l'Étoile de puissance juste avant que le message n'apparaisse, l'Étoile ne disparaissait pas au moment de la collection.
  • Il est possible de ramasser plus que 999 pièces (par exemple, ramasser les pièces générées par le feu de Bowser). À ce moment, le compteur de pièces se bloque à 999. Un bogue dans la version Japonaise met le compteur de vies à 999 à la place. Vu que le compteur de vie ne contient que 8 bits, il devient -25, qui s'affiche comme "M25" dans le jeu. (M est utilisé à la place du signe de moins. Ceci peut aussi être observé dans l'affichage de débogage.) Ceci est probablement une erreur de copier-coller dans le code source:
if(lives > 100) lives = 100;
if(coins > 999) lives = 999; //oops!
  • Dans la version Japonaise, quand Bowser est battu et laisse une clé derrière, cours vers où elle atterrira et appuie sur C-Haut et regarde à quelque part. Mario continuera de regarder dans cette même direction, ce qui donne un résultat totalement hilarant.
  • De plus, la scène de collection de clé montre une étoile au lieu d'une clé; ancienne version (voir à droite) du premier boss Bowser montre qu'il laissait une Étoile derrière après le combat, donc ceci est un très vieux oubli.
  • Dans Bowser des Cieux et la pyramide de Sables Trop Mouvants, il est possible de déclencher un bogue qui stoppe la musique. Essayer de sortir du niveau gèle le jeu.
  • Si tu sors d'un niveau en étant sur un bloc de pont tombant, au retour au château, Mario passera au travers de la première chose qu'il se tiendra sur.

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 à Europe

  • Dans l'introduction, quand Mario saute hors du tuyau et que le tuyau rentre dans le sol, une variation du classique "son de tuyau" dans les vieux Mario se fait entendre dans la version US. Ce son est beaucoup plus silencieux dans la version Européenne, au point où on ne l'entend presque plus.
  • Les portes de Bowser ont un son complètement différents à l'ouverture et à la fermeture dans la version US. Dans la version Européenne, ils sont assez similaires.
  • Le son de ramassage de pièce jaune est un peu moins fort dans la version Européenne.
  • Quand le visage de Mario est relâché après avoir joué avec, la version Européenne n'a pas de son.

Version Shindou Pak Taiou

Une version relancée au Japon qui pourrait être considérée comme une "Édition Internationale", vu qu'elle inclut tous les changements faits à la version internationale. En plus, elle fixe le "bogue du long saut arrière", ajoute le support Rumble Pak et fait centrer Mario sur l'écran quand il agrippe un arbre. La seule différence était la moquerie de Mario quand il lançait Bowser au loin ("Buh-Bye!" au lieu de "So long-eh Bowser!" où simplement "Here we go!" dans la version originale Japonaise), vu que Bowser se fait appeller Koopa normalement au Japon. Le clip "Buh-Bye!" est ralenti et le premier et deuxième son de saut sont plus aigus.

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.

Premier saut

Second Saut

"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)

Nouvelle fonctionnalité

SM64ShindoPakTSMario.png

Un Easter egg assez cool a été ajouté à l'écran "Press Start": appuyer sur Z remplit l'arrière-plan avec des images du visage de Mario. Ceci est pris du buffer de frame, donc les visages bougent en même temps que le Mario modélisé.

Différences de texte

La version Shindou insiste que tu peux utiliser A au lieu de B pour interagir avec les objets. Les scripts non-Japonais sont basés sur les versions originales Japonaises. La version Localisée Anglaise est aussi présente pour compléter la traduction.

Japon Traduction Localisation Anglaise Version Shindou Pak Taiou Traduction
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.