We just reached 20,000 articles on this wiki!
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

スーパーマリオ64(Nintendo 64)

From The Cutting Room Floor
Jump to navigation Jump to search
This page is a translated version of the page Super Mario 64 (Nintendo 64) and the translation is 47% complete.
Featured article
Other languages:
Deutsch • ‎English • ‎español • ‎français • ‎italiano • ‎polski • ‎português do Brasil • ‎русский • ‎中文(中国大陆)‎ • ‎日本語 • ‎한국어

Title Screen

スーパーマリオ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)


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.
SoundIcon.png This game has unused sounds.
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.


スーパーマリオ64は、お使いのシステムで利用できる最高の3D配管シミュレーター。ニンテンドー64の3つのローンチタイトルのうちの1つであるこのゲームは、マリオの世界に3次元を導入し、キノコ王国に革命をもたらした。

2020年には、データマイナーによる逆コンパイルに成功し、非公式にPCに移植されるなど、再び注目を受けた。同年、オリジナルのソースコードの一部が流出し、初期のルイージのモデルやテクスチャが発見されルイージが実装予定だったことが明らかになった。

2004年にはニンテンドーDSのローンチタイトルとしてリメイク版が発売され、2020年9月18日にはNintendo Switchで『スーパーマリオ 3Dコレクション』にタイトルの一つとして、若干のアップデートを施したバージョンが収録された。

Hmmm...
To do:
  • Add everything else, making sure to verify with decomp.
  • Check every stage and verify which stage models are used.
  • Add file names of everything possible, using the source code.
  • There is some incorrect info here; again check against decomp.
  • Some unused stuff in this video.
  • Rip the animations in better quality
  • Stuff posted by Revo in the TCRF discord

サブページ

SM64Debug2.png
デバッグ関連の資料
たくさんのデバッグ関連の資料がゲーム内に残っている
SM64BooKey.gif
没オブジェクト
鍵、トランポリン、初期のスター、ヨッシーの卵など。
SM64-OriginalJollyRogerBayPainting.png
地域とバージョンの違い
かいぞくのいりえのオリジナルの絵は、海外のプレイヤーにとってはあまりにもすごいものだった(とにかくDS版が登場するまでは)。
Cactus.png
没テクスチャ
初期のもの、残っているもの、ただ使われていないものなど

没モーション

マリオ

マリオには209ものモーション(0~208)が実装されている。ゲーム内で使用されていないものを以下に紹介する。

Hmmm...
To do:
Rip the animations in better quality.

SM64 Unused Mario Animation Putting on Hat Fast.gif

HatWaitEnd

  • File Date: December 26, 1995
  • #56 マリオが通常よりも速く帽子を被っている。

SM64 Unused Mario Animation Start Forward Spinning.gif

JumpStep3

  • File Date: August 25, 1995
  • #81 ボディアタックからの前転をしているように見えるが、名前からすると初期の3段ジャンプのようだ。

SM64 Unused Mario Animation Bending Knees.gif

LandBoard

  • File Date: December 26, 1995
  • #84 iQue buildのソースコードによると、ノコノコ甲羅に乗っている状態でジャンプして着地するときに使われていたようだ。

SM64 Unused Mario Animation Crying.gif

OshinWait1」「OshinWait2」「OshinWait3

  • File Dates: February 6, 1996
  • #98, #99, #100 「Oshin」は悪心(吐き気)のこと。ソースコードによると、環境的な影響とのことで、おそらく「やみにとけるどうくつ」内のガスが関係していると思われる。また、ソースコードには「OshinWalk」というアニメーションも存在する。

SM64 Unused Mario Animation Running.gif

Running」「TurnCont

  • File Date: July 18, 1995
  • #114 通常の走行モーション
  • #115 通常の走行モーションと全く同じ。ファイルが関連付けられていないようなので仮置きだろう。名前から推測すると、マリオが一周するときや、マリオが素早く向きを変えるときのモーションを用意する予定であったと考えられる。TurnContは、「Turning Continuously(継続的な回転)」または「Turning Control(回転制御)」を意味していると思われる。

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

Slipping」「Slip

  • Slipping File Date: December 19, 1995
  • Slip File Date: March 18, 1996
  • #145(左) 通常の滑りのモーション。
  • #142(右) マリオが動かずに座っている。これは「SlideEnd」と重複しているように見えるが、スペースを節約するためだろうか? ...おそらくこれは当初、滑りながら常に静止させるという仕様にする予定だったのだろう。このモーションでの動作はShoshinkai 1995 footageで見ることができる。現在は左のように動きを加えている。

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

UJumping」「JumpBack

  • UJumping File Date: December 19, 1995
  • JumpBack File Date: August 23, 1995
  • #191(左) 通常の横宙返りのモーション。
  • #73(右) ソースコードによると、過去に横宙返りに使用されていたとのこと。


ドンケツ

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

ドンケツには、蹴りの没モーションがある(紹介動画)。ゲーム内でこれを見るには、US版の拡張オフセット0x882956の値を42A4に置き換える必要がある。このモーションの内部名称はBackDown

ミップ

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

公式攻略本内のインタビューでは、プロデューサー兼ディレクターの宮本茂氏が、開発時には「マリオがウサギを投げることができた」ことを明かしている。また、没モーションの中には、落下した際にミップが地面で跳ねているように見えるものがあるが、これは投げられた後に使う予定のものと思われる。このアニメーションを紹介した動画はこちらで視聴可能。

これをゲーム内で表示するには、US版の拡張オフセット0xA4C1E1の値を013338に置き換える必要がある。興味深いことに、ミップが投げられた場合にこれを実行するコードがまだゲーム内に存在している。改造せずにこれを見るには、バグを使ってミップを水抜きの部屋に連れて行くしかない。

void bhv_mips_thrown(void) {
    obj_enable_rendering_2();
    o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
    o->oHeldState = HELD_FREE;
    o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
    SetObjAnimation(2);
    obj_become_tangible();
    o->oForwardVel = 25.0f;
    o->oVelY = 20.0f;
    o->oAction = MIPS_ACT_FALL_DOWN;
}

パックンフラワー

Hmmm...
To do:
Replace the sleeping animation with this, instead of the attacking animation.

パックンには、footage from Nintendo Shoshinkai 1995で見られる睡眠モーションに似た没モーションがある。こっちはビクッと睡眠中に頭を揺らすことがあるため、このデモとは異なる。歯を見せて眠っているのが特徴。内部名称はsleep_tmpという。(動画)ゲーム内で見るには、US版のオフセット0x1D5DF9の値を01AAE4に置き換える必要あり。

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

ウッキィ

SuperMario64 Monkey DC80 FallingDown.png

倒れ込むもしくはタックルをしている没モーションがある(動画)。US版のオフセット0x15FDE0の値をEACCに置き換えることで、通常の頭を揺らすモーションがこれに変わる。

コース内の没エフェクト

Hmmm...
To do:
Get images of these in-game. They do in fact exist according to the decomp.

吹雪

Messiaen氏が公開しているツールのOBJ Importerから「Enviroment Effect」オプションによって、吹雪をコース内で発生させることができる。通常の雪と同じように、マリオと相互作用する。


(ソース: Messiaen)

SM64-FlowerAni.gif

この幸せそうに跳ねる花は、吹雪と同じように、Messiaen氏とSkelux氏のツールOBJ Importerの「Enviroment Effect」オプションを使って、コース内に発生させることができる。マリオが立っている位置を中心とした円の中に生成され、それ以外の場所には生成されない。なおコース内の水平な面にしか生まれない。奇妙なことに「ファイアバブルランド」のリソース群の中にこのグラフィックが含まれている。

没テキスト

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
Japanese
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!
English
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!
French
Hé...hé...hé...
Ciao bello Mario!
Moi j'traverse les murs!
Tu peux le faire, toi?
Hin...hin...hin...
Heh...heh...heh...
Bye bye my dear Mario!
I can go through walls!
You can't do that, can you?
Nyeh...heh...heh...
Chinese (IQue Version)
哦呵呵…
你是我的了。
哼哼!
我可以安然无恙
地穿过这面墙,
你能吗?
呵呵…呵呵……
Oh ho ho...
You're mine.
Hmm!
I can pass through this wall
without hurting myself,
Can you?
Hehe...hehe......

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. It was likely only made for the demo as the source code indicates that the final Level Select was finished before the Shoshinkai '95 Demo, the date being September 6th 1995, one month before the demo.

Japanese Translation
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


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


Hmmm...
To do:
  • Investigate how to load into the regular non-extended versions.
  • Can these functionalities be loaded into the International version?
  • Do the functionalities of these menus still exist?

To load the message overlays of the debug menu in-game, overwrite the values in the extended Japanese version at offset 0x810276 with 0800001E00C80000020087E. For the pause menu, overwrite the values in the extended Japanese version at offset 0x810276 with 03000064009600000200883C. This will replace the three-star-door "not enough stars" message with the menu overlays.

Map Select (Japanese Version) Nintendo Shoshinkai 1995 Demo (source)
SM64 debugMenu Final.png
SM64 debugMenu Shoshinkai95.PNG
Pause Menu (Japanese Version) Nintendo Shoshinkai 1995 Demo (source)
SM64 pauseMenu Final.png
SM64 pauseMenu Shoshinkai95.png

Unused SSL Cutscene

In the camera cutscene table, there is an entry that is never called and not associated with a level. Forcing this unfinished cutscene code to play seems to most appropriately fit with Shifting Sand Land, as it focuses correctly on the Pyramid Top object given its focal point coordinates.

SSLPyramidCutscene.gif

Luigi and Multiplayer Remnants

The decompilation, and the iQue build's source code, reveal some code that appears to be leftover from when (Luigi) was intended to be in the game.

In several files in the code, a pointer to a second player struct appears right after the pointer to Mario's struct. Within the code for handling shadows, there exists a switch-case block with two cases, one of which sets a variable to the Mario struct and the other sets a variable to the aforementioned second player struct. In the leaked source code, Model ID 2, Is labelled as Luigi. The camera for locking it is labelled as 2P camera, which was mentioned in an interview that the fixed camera was intended for a Multiplayer Mode. A section of memory is labelled as Luigi Animations in the source code. However, in the final, the section is completely empty. Unused labels mention a third game mode, Game_Mode2P. Similarly, Player 2 can still control the camera to some extent.

Oddities

Actor Group Oddities

Actor Groups consist of files in the game which contain model data for different objects. Each level has a set of actor groups assigned to it, and in a few cases none of the objects in a file they are assigned appear in the level.

Secret Slide

The Princess's Secret Slide includes the actor group for the cap switch levels (group8 in the decomp). The group consists of the cap switch object and the unused springboard object, raising the possibility that one of these was to be included in the stage at some point.

Over the Rainbow

Wing Mario Over the Rainbow includes actor group 2 consisting of Bully and Blargg as well as group17 consisting of several Hazy Maze Cave actors. No actors from either group are used in the final level.

Cool Cool Mountain

Cool Cool Mountain includes actor group 16 consisting of Chill Bully and Moneybag even though neither are used in the level.


(Source: Super Mario 64 decomp)

Wet-Dry World

Heave-Ho' can be picked up and thrown if it is close enough to the water in the level, This is due to the fact that grabbing in water does not check for the ungrabbable sub-type.

void bhv_heave_ho_loop(void) {
    cur_obj_scale(2.0f);
    switch (o->oHeldState) {
        case HELD_FREE:
            heave_ho_move();
            break;
        case HELD_HELD:
            cur_obj_unrender_and_reset_state(0, 0);
            break;
        case HELD_THROWN:
            cur_obj_get_dropped();
            break;
        case HELD_DROPPED:
            cur_obj_get_dropped();
            break;
    }
    o->oInteractStatus = 0;
}
const BehaviorScript bhvHeaveHo[] = {
    BEGIN(OBJ_LIST_GENACTOR),
    OR_INT(oFlags, (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_HOLDABLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | 
OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)),
    LOAD_ANIMATIONS(oAnimations, heave_ho_seg5_anims_0501534C),
    ANIMATE(0),
    SET_OBJ_PHYSICS(/*Wall hitbox radius*/ 200, /*Gravity*/ -400, /*Bounciness*/ -50, /*Drag strength*/ 1000, /*Friction*/ 1000, /*Buoyancy*/ 600, 
/*Unused*/ 0, 0),
    SPAWN_OBJ(/*Model*/ MODEL_NONE, /*Behavior*/ bhvHeaveHoThrowMario),
    SET_INT(oInteractType, INTERACT_GRABBABLE),
    SET_INT(oInteractionSubtype, INT_SUBTYPE_NOT_GRABBABLE | INT_SUBTYPE_GRABS_MARIO),
    SET_HITBOX(/*Radius*/ 120, /*Height*/ 100),
    SET_HOME(),
    SET_INT(oIntangibleTimer, 0),
    BEGIN_LOOP(),
        CALL_NATIVE(bhv_heave_ho_loop),
    END_LOOP(),
};
(Source: pannenkoek2012, SM64 Decomp)

Object Placement Oddities

ミステリークリボー

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)

ウォーターランドの影

Hmmm...
To do:
Confirm that this is in the game and if it is get a picture.

The Bowser door near the submarine has a shadow behind it that should have remained visible after the door opens, but it does not.

かいぞくのいりえの幽霊船

Hmmm...
To do:
is this an otherwise unused object, or a used object with an unused parameter , or what?

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, has no collision data, and is programmed to fade the closer Mario gets to it. It was likely a reference to urban legends of ghost ships or the Flying Dutchman due to having the word "Ue" in it which means "upper" or "above". It might also be related to the fog that disappears after "Plunder in the Sunken Ship". In the source code, it is labelled as an optional moving background object. It is also worth noting that this invisible ship is not present in the Nintendo DS version. The following cheats for the US version disable the coding that obscures the ship:

812C1CB4 0000

812C1CB6 0000


(Source: Celux, DarkSpacer1, Fennecey)

取得不可能なコイン

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.

スノーマンズランド

Sm64-ImpossibleCoin1.png

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.

SM64-ImpossibleCoin2B.png

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.

ちびでかアイランド

SM64-ImpossibleCoin1B.png

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.

Sm64-ImpossibleCoin2.png

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

Hmmm...
To do:
Some of the collision oddities mentioned here and 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

Hmmm...
To do:
add the other odd hangable ceilings from the video

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. Also shown in this video are hangable ceilings that make no sense probably unchanged from an earlier build.


(Source: pannenkoek2012)

Tall Tall Mountain

Hmmm...
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.

Whomp's Fortress

SM64 unusedPiranhaPlantCollision.png

Near the top of the fortress is the remains of the ground collision that is used for the level's Piranha Plants. A Piranha Plant was likely isolated here at one point during development. Interestingly, Throwback Galaxy from Super Mario Galaxy 2 (a recreation of Whomp's Fortress) added a Piranha Plant near this spot.

Texture Oddities

Smoke Texture

The smoke texture displayed in-game is the result of a corrupted texture. The smoke texture is supposed to use the IA16 texture format, but instead uses the RGBA16 texture format. When viewed with color, this results in a glitchy-looking texture with random colors. Since the texture is displayed in-game without color the texture does not look out of place. If the IA16 format is used, the texture looks much more like actual smoke. Whether the corrupted texture went unnoticed or was intentionally kept is unknown. In the source code it is labelled as gas_b5, with a note saying that is a newer version.

Smoke in-game with the wrong format Smoke in-game with the right format
SM64corruptsmoke.png SM64propersmoke.png


(Source: ProjectRevoTPP, Ukikipedia)

Object Collision Oddities

Water Level Diamond

UnusedWaterLevelDiamond.png

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.

Other

Unused Demo (Possible CCM Blooper Reel)

In Super Mario 64 there exists a total of 6 played demo reels (7 in non-JP versions) however in the demo data there exists an 8th demo without a header to define what level it was for. The data exists after the PSS demo but before where the BITDW demo would be in non-JP versions. Although there is speculation as to which level it was for, the best guess seems to be that it was a blooper take of a Cool Cool Mountain demo attempt where the user attempting the demo ran into the sign by mistake and restarted the demo, but due to time constraints, couldn't be completed in time.

The demo data can be found at the following ROM offsets:

  • US: 0x57B130
  • JP: 0x5790C8
  • EU: 0x55D838
  • SH: 0x555F50


Reference to Unused Level 32

The code for the fish behavior and switch cap behavior both contain checks for if the level the object is in matches the ID for an unused course, with the ID being that of the 32nd level in memory. In the fish behavior, if the condition is met the fish do not despawn even if the game detects no water at the fish's location. In the cap switch behavior, the condition makes the game bypass checking if the switch has been activated so that the switch is always unpressed. After the the gigaleak on July 25, 2020, the stage was found in the source code and is confirmed to be a test level.

Koopa The Quick's Mouth

Koopathequickmouth.png

Koopa the Quick has a strange, red polygon in his head, which was most likely intended as the inside of his mouth due to the placement. This is unseen because Koopa the Quick never opens his mouth, even when he talks.