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Super Mario 64 (Nintendo 64)

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This page is a translated version of the page Super Mario 64 (Nintendo 64) and the translation is 42% complete.
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Ekran tytułowy

Super Mario 64

Developer: Nintendo
Wydawca: Nintendo
Platformy: Nintendo 64, iQue Player
Premiera w Japonii: 23 czerwca 1996
Premiera w USA: 26 września 1996
Premiera w Europie: 1 marca 1997
Premiera w Australii: 1 marca 1997
Premiera w Chinach: 17 listopada 2003 (iQue Player)

EnemyIcon.png Ta gra ma niewykorzystanych przeciwników.
GraphicsIcon.png Ta gra ma niewykorzystane grafiki.
ModelsIcon.png Ta gra ma niewykorzystane modele.
ItemsIcon.png Ta gra ma niewykorzystane przedmioty.
TextIcon.png Ta gra ma niewykorzystany tekst.
DebugIcon.png Ta gra posiada materiał debugujący.
LevelSelectIcon.png Ta gra ma ukryty wybór poziomów.
RegionIcon.png Ta gra ma różnice regionalne.

Super Mario 64 to najlepszy trójwymiarowy symulator hydraulika na Twoją konsolę. Jeden z trzech tytułów startowych na Nintendo 64, wprowadził trzeci wymiar w uniwersum Mario i zrewolucjonizował Mushroom Kingdom.

Zawartość debugująca

Debug Content/pl
Sporo zabawnych funkcji debugujących pozostało w grze.

Unused Objects
Boo Keys, trampolines, and Yoshi eggs, oh my!

Regional and Version Differences
Jolly Roger Bay's original painting was too awesome for international players (until the DS remake came along, anyway).

Unused Textures
Early, leftover, and just plain unused textures.

Early Object Layouts

Tylko nie wykłuj sobie oka!
Tej stronie brakuje obrazów.
Ta strona ma masę słów, ale niedużo obrazów. Proszę napraw to.
Proszę spreyzować. Więcej detali zawsze jest dobre.
(Brak podanego powodu, bądź kreatywny.)

Cool Cool Mountain

There is evidence that the area with the penguin race on Cool Cool Mountain was originally going to be a second part to the level and not a slide at all. The area still contains a number of objects that support this theory:

  • A butterfly.
  • An open cannon.
  • Several coins.
  • A jumping fireball, unless the original behavior was overwritten.
  • A destructible ice square, model 0x37 in Snowman's Land, behaviour 0x1DA4 removed.
  • Spindrifts.
  • 2D animated Stars, like those seen in prerelease footage. Behavior 0x2A10 is billboarded and 0x2A20 includes a texture animation rate command, suggesting these used to make up the Star behavior. This also happens to be near the early checkerboard platform behavior.
  • A penguin whose behavior was unset or replaced with the static behavior
  • A static 3D object, like many others in the game. It even uses the correct parameters, so the only mystery behind this object is what model 0x13 was.
  • A 3-Star castle door.

What seems to be interesting is the fact, is that there is no way to bring these in to the game itself. These are most likely hard coded not to appear. The models shown in Toad's Tool 64 also appear to be mostly the Snowman's Head which includes the cannon that usually is loaded in most of the game's model banks.

Dire Dire Docks

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

Jolly Roger Bay

There is a third copy of the ship placed above the other two. It looks different, and uses an earlier behavior.

(Źródło‏‎: Celux, DarkSpacer1)



To do:
Replace the animations with high quality rips.

Animation #56. This unused animation appears to be Mario putting on his hat faster than normal.


Animation #84. This unused animation appears to be Mario bending his knees while riding a koopa shell.

Ta tekstura wydaje się przedstawiać schody.

Animation #81. This unused animation appears to be Mario transitioning from freefall to a forward spin.

Animations #98, #99, #100. These unused animations appear to be either Mario crying or reaching into his pockets.


Left: Animation #114. This is the original running animation. Right: Animation #115. This unused animation appears to be identical to the original running animation. It's not clear what the difference is.

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

Left: Animation #145. This is the original sitting animation. Right: Animation #142. This unused animation appears to be Mario sitting motionless. Perhaps this was the original sitting animation, before they decided to have Mario move his arms to make the animation more visually interesting.

Left: Animation #191. An older sideflip animation. Right: Animation #73. This unused animation appears to be a sideflip variation where Mario flips forward instead of sideways.

Unused Behaviors

Checked Platforms

The checkerboard-patterned platforms have a variable that causes them to remain stationary, even when Mario is on them.


An unused behaviour allows one to spawn a chest that doesn't emit numbers or shock Mario. It simply opens, from the front or the back, and releases a bubble.


  • Unused behaviour exists for a small flame that bounces in a straight line and can harm Mario on contact. It goes away if Bowser is near.
  • The flames positioned around the castle for light have an unused behaviour that would cause nine of them to spawn inside of each other and do nothing but move back and forth. While the castle flames are normally able to hurt Mario, these ones don't.



The paintings inside the castle are actually split into three vertical sections (similar to the three horizontal sections used to control the water level in Wet-Dry World), each of which can be independently set to any warp destination in the game. However, because the three sections are always set to the same destination in the final game, this functionality goes unused.

Czerwone monetki

Red coins have unused behaviours that allow them to both stay in front of Mario and remain at a fixed distance away from him at all times, baiting the player to chase after them.

Skull Box

There is a skull box at the top of the ship in Jolly Roger Bay that slides back and forth. An unused behaviour causes it to float harmlessly in midair.

Nieużywani przeciwnicy



The game contains an unfinished model for Blargg, an enemy from Super Mario World. It is eyeless and untextured. It has a handful of animations associated with it that show it floating in lava and jumping out.

Użyj poniższego kodu, by umieścić go w Lethal Lava Land w wersji (U) 1.0:

8133E9FC 8018
8133E9FE A15C
8133EA24 8014
8133EA26 9A10
8133EA14 4000
8133EA18 4000
8133EA1C 4000
8133EA88 C5A8
8133EA8C 421A
8133EA90 45B0
8033EB19 0020
8133EBE0 4406
8033EB6B 0002
(Źródło‏‎: VL-Tone, yoshielectron i inni)

Small Chill Bully


In the final game, normal Bullies come in both large and small sizes, as seen in Lethal Lava Land. However, the only Chill Bully in the game is the large found in Snowman's Land, leaving this diminutive version unused.

Water Mine

Tylko nie wykłuj sobie oka!
Tej stronie brakuje obrazów.
Ta strona ma masę słów, ale niedużo obrazów. Proszę napraw to.

This unused mine is found with other water-related objects. It looks similar to the bombs seen in Bowser levels, albeit slightly smaller.

Klepto with Blue Star

SM64 SSL Klepto Blue Star.png

Klepto has 3 graphical variants: holding nothing, holding Mario's hat, and holding a yellow star. However, he has an unused fourth graphic in which he's holding a blue star. This suggests that originally, Klepto would have held a yellow star if the resulting star would be yellow, and a blue star if the resulting star would be blue. But later this was changed so that Klepto will hold a yellow star whether the resulting star is yellow or blue.

(Source: pannenkoek2012)

Unused Level Effects


(Źródło‏‎: Messiaen)

(Source: Messiaen)



Like the blizzard, these happy, bouncing flowers can be spawned in a level via the "Enviroment Effect" option in Messiaen and Skelux's program, OBJ Importer. While their spawn point radius is dependent on Mario's position, they otherwise don't interact with him in any way. They attach themselves to a level's solid, horizontal surfaces. Oddly, their graphic is found among the resources for Lethal Lava Land.

Unused Text

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":

Japoński Tłumaczenie
おいしいケーキ Pyszne ciasto

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.

Japanese Script Translation English Script French Script
カベも とおりぬけてやる。
こんなこと できるか?
Eh he he...
 I'm gonna haunt you.
    Hee hee hee!
And I'm gonna go through the wall.
Can you do that?
     Heh, heh, heh!
Eh he he...
You're mine, now, hee hee!
I'll pass right through
this wall. Can you do
that? Heh, heh, heh!
Ciao bello Mario!
Moi j'traverse les murs!
Tu peux le faire, toi?

To view the text in-game, enter the following GameShark code in the US version:

80331480 0000
81331484 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)

Wczesny ekran wyboru poziomów

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.

Japanese Translation
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

やめる ?
1: Mountain
2: Fire Bubble
3: Snow Slide
4: Water Land
Bowser #1


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
(Źródło‏‎: einstein95 - odkrycie, Joe i GlitterBerri - tłumaczenie na angielski)


Tajemniczy Goomba

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.

Unreachable Coins

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.

Snowman's Land


Jeden z przykładów monetki niemożliwej do zdobycia znajduje się w Snowman's Land. Jedna monetka znajduje się w bałwanie na drewnianej ścieżce, po stronie, na której byś się wspinał.


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.

Tiny-Huge Island


Several other unreachable coins are part of a line that appears in the tiny version of Tiny-Huge Island. In normal gameplay, only the bottommost coin is visible. This is because the coins are positioned along a flatter trajectory than the angle of the actual terrain, causing the remaining coins to bisect the ground. While the second coin in the line cannot be seen, it is still collectible, because its collision box pokes slightly above the ground.


The third coin in the line is unobtainable by legitimate means. However, it can be collected by clipping inside the water-filled mountain at the top of the island, then using a frame-perfect physics exploit that requires jumping while exiting a body of water sideways.

There's also another line of coins on Tiny-Huge Island that has an 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.

(Źródło‏‎: pannenkoek2012)

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.

(Source: pannenkoek2012)