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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 11% complete.
Outdated translations are marked like this.
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Title Screen

Super Mario 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.

Super Mario 64 foi um dos três títulos de lançamento para o Nintendo 64, e introduziu a terceira dimensão para o universo do Mario e revolucionou o Reino do Cogumelo.

The game is also notable for the sheer level to which it's been dissected by fans, to the point where 2020 saw the game get successfully decompiled by dataminers and unofficially ported to PCs. The same year, its partial original source code was leaked, leading to the discovery of early Luigi models and textures. L was real all along.

A Nintendo DS remake was released as a DS launch title in 2004, and a slightly updated version was released on the Nintendo Switch as part of the Super Mario 3D All-Stars collection on September 18th, 2020.

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

Conteúdo de Depuração
Um número de funções de depuração divertidas permanecem no jogo.

Unused Objects
Boo Keys, trampolines, early stars, 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.

Unused Animations

The names are from sm64/data/Anime/aaa in the leaked source code.


Uma corrente.

To do:
Rip the animations in better quality.

SM64 Unused Mario Animation Putting on Hat Fast.gif


File Date: December 26, 1995 Animation #56. This unused animation appears to be Mario putting on his hat faster than normal.

SM64 Unused Mario Animation Start Forward Spinning.gif


File Date: August 25, 1995 Animation #81. This unused animation appears to be Mario transitioning from freefall to a forward spin appears to be an early triple jump according to the name.

SM64 Unused Mario Animation Bending Knees.gif


File Date: December 26, 1995 Animation #84. According to the iQue build's source code, It would of been used when landing from a jump on a Koopa shell.

SM64 Unused Mario Animation Crying.gif

OshinWait1, OshinWait2, OshinWait3

File Dates: February 6, 1996

Animations #98, #99, #100. "Oshin" translates to "nausea". According to the source code, it would have been related to an environmental effect, possibly the gas in Hazy Maze Cave. An animation called OshinWalk also exists in the code.

SM64 Unused Mario Animation Running.gif

Running, TurnCont

File Date: July 18, 1995 Left: Animation #114. This is the normal running animation. Right: Animation #115. A duplicate running animation that appears to be identical to the normal running animation. According to the name, this appears to be a placeholder for when Mario circles around or when Mario is turning around quickly as it does not appear to have a file associated. TurnCont likely means "Turning Continuously" or "Turning Control".

Um misterioso círculo sombreado.

Slipping, Slip

Slipping File Date: December 19, 1995 Slip File Date: March 18, 1996

Left: Animation #145. This is the normal sitting animation. Right: Animation #142. This unused animation appears to be Mario sitting motionless. It appears to be a duplicate of SlideEnd, but maybe to save on space? ...Perhaps this was the original sitting animation, before they decided to have Mario move his arms to make the animation more visually interesting when sliding. This animation can be seen in the Shoshinkai 1995 footage.

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 Left: Animation #191. This is the normal sideflip animation. Right: Animation #73. According to the source code it would've been used for side flipping.


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

The bullies have an unused animation for kicking. A video showing this animation can be seen here. To view this in-game, replace the value in the extended US-version offset 0x882956 with 42A4. The internal name of this animation is called BackDown.


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

In an official strategy guide interview, producer/director Shigeru Miyamoto revealed that "Mario was able to throw the rabbit" at one point during development. There is an unused animation that appears to have MIPS bounce on the ground while recovering from a fall, likely a result from being thrown. A video showing this animation can be seen here.

To view this in-game, replace the value in the extended US-version offset 0xA4C1E1 with 013338. Interestingly code still exists for MIPS to trigger this if he was thrown. The only way to see this without hacks is if you use glitches to bring MIPS into the water-draining room.

void bhv_mips_thrown(void) {
    o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE;
    o->oHeldState = HELD_FREE;
    o->oForwardVel = 25.0f;
    o->oVelY = 20.0f;
    o->oAction = MIPS_ACT_FALL_DOWN;

Piranha Plant

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

This plant has an unused animation that is similar to the sleeping animation seen in footage from Nintendo Shoshinkai 1995. It features the plant showing its teeth as it sleeps, although differs from the Shoshinkai demo since Piranha Plant occasionally bobs its head like it is having a sleep reflex. The internal name of this animation is called sleep_tmp. A video showing this animation can be seen here. To view this in-game, replace the value at US-version offset 0x1D5DF9 with 01AAE4.

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


SuperMario64 Monkey DC80 FallingDown.png

The monkey has an unused animation of falling or tackling. A video showing this animation can be seen here. To view this in-game, replace the value at US-version offset 0x15FDE0 with EACC to substitute the head-bobbing animation with this.

Efeitos de Níveis Não Usados


A blizzard can be triggered in a level via the "Enviroment Effect" option in Messiaen's program, OBJ Importer. It interacts with Mario in the same way as normal snowflakes do.

(Source: Messiaen)



Como a nevasca, estas flores felizes, saltitantes podem ser geradas em um nível pela opção "Enviroment Effect" em Messiaen e no programa de Skelux, OBJ Importer. Enquanto o alcance de seu ponto de geração é dependente da posição de Mario, de outra forma eles não interagem com ele de outra maneira. Eles anexam-se a superfícies horizontais sólidas de um nível. Estranhamente, seu gráfico é encontrado entre recursos para a Lethal Lava Land.

Texto Não Usado

Texto Apagado

Um número de mensagens presentes na versão Japonesa foram apagados para lançamentos no exterior, prevenindo-nos de serem traduzidos.

Estas linhas foram encontradas depois do resto dos nomes de Estrelas:

Japonês Tradução
100まいコインの スター Estrela de 100 moedas
マウンテンのへやが ひらく! A sala da montanha abre!
みずとゆき2つのへやが ひらく! As salas da água e neve abrem!
おおきなほしの ドアがひらく! A Porta da Grande Estrela abre!
クッパへの とびらがひらく! A porta para Bowser está aberta!
3がいへの とびらがひらく! A porta para o terceiro andar está aberta!

Esta mensagem pequena é encontrada entre as linhas "THE SECRET AQUARIUM" e "CASTLE SECRET STARS":

Japonês Tradução
おいしいケーキ Bolo Delicioso

Provocação de Boo

Essa mensagem vem após o encontro que aparece quando Mario entra em Big Boo's Haunt pela primeira vez. Quando esta mensagem não usada é ativada, uma curta risada de Boo começa enquanto a caixa de texto aparece. Enquanto ela foi traduzida para as versões Americanas e Francesas do jogo, ela foi, estranhamente, nunca traduzido para o lançamento Alemão.

Roteiro Japonês Tradução Roteiro Inglês Roteiro Francês
カベも とおりぬけてやる。
こんなこと できるか?
Eh he he...
 Eu irei lhe assombrar.
    Hee hee hee!
E eu irei passar pela parede.
Você pode fazer isso?
     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?

Para ver o texto dentro do jogo, use o código GameShark para a versão Americana:

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

A primeira linha faz com que o texto apareça branco sobre o fundo preto translúcido, e a segunda linha determina a ID da mensagem.

(Source: Mattrizzle - Descoberta de Valor Não Usado)

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.

Japonês Trandução
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

<div class="mw-translate-fuzzy">
やめる ?
1: Montanha
2: Bolha de Fogo
3: Escorregador de Neve
4: Terra d'Água
S.S. Bowser 1

<div class="mw-translate-fuzzy">

Os níveis acessíveis acessíveis deste menu eram:

  • Montanha - Whomp's Fortress
  • Bolha de Fogo - Lethal Lava Land
  • Escorregador de Gelo - Cool, Cool Mountain
  • Terra d'Água - Dire, Dire Docks
  • S.S. Bowser 1 - Bowser in the Dark World
(Source: einstein95 - Descoberta, Joe & GlitterBerri - Trandução)

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.


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.


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.

Chill Bullies Pequenos

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)

No jog final, Bullies normais vêm em ambos tamanhos grandes e pequenos, como visto em Lethal Lava Land. Entretando, o único Chill Bully no jogo é em tamanho grande encontrado em Snowman's Land, deixando essa versão diminuída não usada.

void bhv_heave_ho_loop(void) {
    switch (o->oHeldState) {
        case HELD_FREE:
        case HELD_HELD:
            cur_obj_unrender_and_reset_state(0, 0);
        case HELD_THROWN:
        case HELD_DROPPED:
    o->oInteractStatus = 0;
const BehaviorScript bhvHeaveHo[] = {
    LOAD_ANIMATIONS(oAnimations, heave_ho_seg5_anims_0501534C),
    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_HITBOX(/*Radius*/ 120, /*Height*/ 100),
    SET_INT(oIntangibleTimer, 0),
(Source: pannenkoek2012, SM64 Decomp)

Object Placement Oddities

Goomba Misterioso

Dois Goombas podem ser vistos após os blocos vai-e-volta amarelos no nível "Bowser in the Sky". Eles são carregados por um "objeto gerador" que gera três Goombas em um triângulo. Contudo, o terceiro Goomba está em nenhum lugar para ser encontrado. Isto é porque a posição do gerador causa o terceiro Goomba a ser carregado fora da beira da plataforma, significando que ele é gerado no fundo inferior do estágio. Assim sendo, ele desaparece completamente 1 frame após ser gerado, já que está muito longe do Mario para que o joga o possa gerar.

Este Goomba solitário também é impossíbel de ser alcançado. Goombas tornam-se desativados (invisíveis e intangíveis) quando Mario está fora de seu alcance, então o trio inteiro desaparece completamente se Mario sai do alcance do objeto gerador. Isso significa que o Goomba é carregado, visível, e tangível por apenas um único frame.

(Source: pannenkoek2012)

Dire Dire Docks Shadow

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.

Jolly Roger Bay Ghost Ship

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

Há uma terceira cópia do navio colocado acima dos outros dois. Ele têm aparência diferente, e usa uma função antiga.

812C1CB4 0000

812C1CB6 0000

(Source: Celux, DarkSpacer1, Fennecey)

Moedas Inacessíveis

O jogo exibe algumas moedas que podem ser vistas mas não coletadas, a menos que explorações são usados. Talvez fossem esquecidos pelos desenvolvedores durante o redesenho de níveis.

Snowman's Land


Um exemplo de uma moeda inacessível está localizada em Snowman's Land. Há uma única moeda presa dentro do boneco de gelo no caminho de madeira, ao lado onde você iria escalar-lo.


Ela pode ser coletada usando uma exploração de física, que requer que o jogador lance o canhão em uma posição específica ao canto da parede próxima.

Tiny-Huge Island


Várias outras moedas inacessíveis são parte da linha que aparece na versão minúscula de Tiny-Huge Island. Em jogabilidade normal, apenas moeda mais baixa é visível. Isso é porque as moedas estão posicionadas ao longo da uma trajetória mais plana que o angulo do terreno real, causando as moedas restantes a bisectarem-se ao solo. Enquando a segunda moeda na linha não é visível, ela ainda pode ser coletada, por causa que sua caixa de colisão cutuca levemente acima do solo.


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.

Há também uma outra linha de moedas na Tiny-Huge Island que há uma moeda nele. Esta é na verdade impossível de coletar, por causa que, devido a uma mecânica á prova de falhas, a moeda é descarregada no mesmo frame em que ela é carregada. Isto é devudo a propriedades de seu objeto gerador. Quando um objeto gerador de cinco moedas é carregado, este gera cinco moedas 300 unidades acima dele. Ele verifica em solo começando a partir de 78 unidades acima das moedas, então move as moedas para o triângulo mais próximo abaixo delas. Portanto, se o solo mais próximo entre este alcance está acima do hitbox da moeda, a moeda irá ser imediatamente descarregada. Já que este gerador na Tiny-Huge Island é carregado abaixo do solo, as moedas são geradas de certa forma que a quinta moeda (na esquerda extrema) aciona o mecanismo.

(Source: pannenkoek2012)

Level Collision Oddities

To do:
Some of the collision oddities mentioned here and here are worth noting.

Diferenças Regionais e Entre Versões

Diferenças Regionais e Entre Versões
A pintura original de Jolly Roger Bay era da hora demais para jogadores internacionais (até que o remake para DS veio, de qualquer forma).

Funções Não Usados

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.

Plataformas Quadriculadas

As plataformas de padrão quadriculado têm uma variável que causam-nos a permanecerem estacionários, mesmo quando Mario está acima deles.


Um comportamente não usado permite-se a geração de um baú que não emite números ou eletrocuta Mario. Ele simplesmente abre, pela frente ou por trás, e solta uma bolha.


  • Comportamento não usado existe para uma chama pequena que salta em uma linha reta e pode ferir Mario em contato. Ele se afasta se Bowser estiver perto.
  • As chamas posicionadas por volta do castelo para luz têm um comportamente não usado que iria causar nove deles a gerarem dentro de si mesmos e fazer nada exceto moverem-se pra frente e para trás. Enquanto as chamas do castelo são normalmente capazes de ferir Mario, estes não o ferem.
Sm64-CollisionOddity TTM2.png


Moedas vermelhas têm um comportamento não usado que os possibilitam a ambos permanecerem á frente de Mario e permanecerem a uma distância fixa afastadas dele por todo o tempo, atraindo o jogador á perseguí-los.

Caixa com Caveira

Há uma caixa com uma caveira ao topo do navio em Jolly Roger Bay que desliza pra frente e para trás. Um comportamente não usado o causa a flutuar no ar inofensivamente.

Tower Of The Wing Cap

Inimigos Não Usados

The towers extend much further downward visually than their collision geometry. This theoretically means Mario can fly right through the towers at their bases.

O jogo contém um modelo inacabado para Blargg, um inimigo do Super Mario World. Ele não tem olhos ou texturas. Há um punhado de animações associados com ele que mostram-no flutuando na lava e pulando fora.

Use o código abaixo para colocá-lo em Lethal Lava Land na versão (U) 1.0:

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.

(Source: VL-Tone, yoshielectron, e outros)

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


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.


Selecionamento de Nível Antigo

Localizado no começo do texto do jogo, em ambas as versões Japonesas e localizadas do jogo, está texto para um selecionador de níveis antigo que era usado pela demo jogável do jogo destacado na Shoshinkai '95. Ele não é o mesmo que o selecionador de níveis funcional que permanece no jogo final.

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


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.