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超级马里奥64(任天堂64)

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This page is a translated version of the page Super Mario 64 (Nintendo 64) and the translation is 28% complete.

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超级马里奥64

开发者: Nintendo
发行者: Nintendo
平台: 任天堂64神游游戏机
日本发布日: 1996年6月23日
美国发布日: 1996年9月26日
欧洲发布日: 1997年3月1日
澳洲发布日: 1997年3月1日
中国发布日: 2003年11月17日 (神游游戏机)


EnemyIcon.png 这个游戏有未使用的游戏敌人。
GraphicsIcon.png 这个游戏有未使用的图片图像。
ItemsIcon.png 这个游戏有未使用的游戏道具。
TextIcon.png 这个游戏有未使用的游戏文本。
DebugIcon.png 这个游戏有游戏程序调试功能。
LevelSelectIcon.png 这个游戏有被隐藏的关卡选择。
RegionIcon.png 这个游戏有区域版本间的差异。



超级马里奥64是一款广受好评的模拟水管工的3D主机游戏,是任天堂64的三个同步发行游戏之一。在本作中,马里奥的冒险剧情扩展到了3D的宇宙之中,蘑菇王国的面貌也焕然一新。

调试数据

SM64Debug2.png
调试数据
一些遗留在游戏中用于监测、调试游戏的数据。


SM64BooKey.gif
Unused Objects
Boo Keys, trampolines, and Yoshi eggs, oh my!


SM64-OriginalJollyRogerBayPainting.png
Regional and Version Differences
Jolly Roger Bay's original painting was too awesome for international players (until the DS remake came along, anyway).


SM64-CrackedIce.png
Unused Textures
Early, leftover, and just plain unused textures.

早期的物品布局

小心,你失去了一只眼。
本页面需要更多的图片。
这里有许多许多的文字,但图片数量却不够。 请协助解决该问题
一个仙人掌在说"啥?"
这个页面需要更多详细的描述。
在这里展现更多细节根本就不是一件坏事。

雪山关(第4世界)

有证据表明,雪山关的企鹅滑道部分本来不是设计成滑道,而是要设计成这个关卡的第二部分的。这里仍然有一些遗留的物品,可以证明这一点:

  • 一个蝴蝶
  • 一个开着的炮台
  • 几个金币
  • 一个跳动的火球(后来它的动作被覆盖了)
  • 一个可打碎的正方体冰块,在雪人关(第10世界)中的模型为0x37,关于它的动作0x1DA4被删除了。
  • 飘动的雪
  • 原始的动画为2D的星星,就像预发布版本视频中的那个一样。关于它的动作0x2A10未被删去,0x2A20中有一个关于动画速度的命令,表明这里曾用来制作星星的有关动作。这正好也与早期方格平台的动作类似。
  • 一个企鹅,动作没有设置或者被一个静止的动作代替了
  • 一个静止的三维物品,就像游戏中的其他物品一样。甚至还使用了纠错的相关参数。这个物品背后唯一的谜团就是它的模型0x13是什么。
  • 一个需要三颗星进入的城堡门。

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.

港口关(第9世界)

在潜艇附近的库巴画像门后面,有一个影子。这个影子本来在门开之后还能看到,但是开了门之后就看不到了。

海湾关(第3世界)

在本关的两个大船上面,实际上还放有一个船的复制品。这个复制品外观有一些不同,动作也是更早期的。

(来源: Celux, DarkSpacer1)


Unused Mario Animations

Mario has 209 animations, indexed from 0 to 208. Some of these are unused in the game, documented below.

Hmmm...
To do:
Replace the animations with high quality rips.
SM64 Unused Mario Animation Putting on Hat Fast.gif

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

SM64 Unused Mario Animation Bending Knees.gif

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

SM64 Unused Mario Animation Start Forward Spinning.gif

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

SM64 Unused Mario Animation Crying.gif

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

SM64 Unused Mario Animation Running.gif

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 Unused Mario Animation Sitting.gif SM64 Final 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.

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

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.

Chest

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.

Flames

  • 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.

Paintings

SM64Paintings3warps.png

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.

Red Coins

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.

Unused Enemies

Blargg

SM64-Blargg.png

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.

Use the code below to place it in Lethal Lava Land in (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


(Source: VL-Tone, yoshielectron, and others)

Small Chill Bully

SM64-UnusedSmallChillBully.png

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

SM64 WaterMine.PNG

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


(Source: pannenkoek2012)
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

Blizzard

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


(Source: Messiaen)

Flowers

SM64-FlowerAni.gif

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":

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.

Japanese Script Translation English Script French Script
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!
Eh he he...
You're mine, now, hee hee!
I'll pass right through
this wall. Can you do
that? Heh, heh, heh!
Hé...hé...hé...
Ciao bello Mario!
Moi j'traverse les murs!
Tu peux le faire, toi?
Hin...hin...hin...

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)

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.

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)


奇特的东西

神秘板栗仔

在天空库巴关中,经过关卡某处黄色的伸缩块后,有两个板栗仔。实际上这里的板栗仔是因为马里奥接近了一个隐形的“生成器”后出现的,这个生成器能够产生三个呈正三角形排布的板栗仔。然而,在这里似乎并没有第三个板栗仔。这是因为这个生成器的位置问题导致了第三个板栗仔的初始位置在平台的外部,使这个板栗仔在平台上没有落脚点,进而默认产生在了关卡的最底部,因离马里奥太远(超过某个值,下称有效半径),1帧之后就被程序判定立刻就隐形了。

同时,这个被孤立出去的板栗仔是无法碰到的。这是因为,当马里奥远离生成器一定距离(同样存在有效半径)时,被这个生成器控制的三个板栗仔都会隐形。这个板栗仔被生成器控制,且产生位置(关卡底部)距离生成器太远,当马里奥试图靠近这个板栗仔时,他会在生成器的有效半径外,这个板栗仔还是会隐形,而当马里奥在生成器的有效半径内时,他又会在这个板栗仔本身的有效半径之外。也就是说,没有一个位置是既能在该板栗仔的有效半径,又能在该生成器的有效半径内的。这个板栗仔除了只能保持1帧的显形状态(读取瞬间的程序延迟)外,其他情况下都会一直保持隐形不见的状态。

“拿不到”的金币

这个游戏有几个非常特别的金币可以看到,但是基本拿不到(部分可以通过特殊的技巧拿到)。可能这些金币是被设计者重新设计关卡时遗忘了。

雪人关(第10世界)

Sm64-ImpossibleCoin1.png

这一个金币位于这个世界中上山路上的一段木头路面旁边,陷进了雪人当中。

SM64-ImpossibleCoin2B.png

这个金币可以用特殊的技巧拿到,方法是用炮台瞄准图中的位置(对精确度要求较高)。

大小岛关(第13世界)

SM64-ImpossibleCoin1B.png

另外几个“拿不到”的金币位于大小岛关的小岛部分,排成了一行。在正常的游戏进程中,只有左下的那颗能够看到。这是因为这一行金币摆放的倾斜角比实际地形的小了(很可能是地形后来又垫高了),导致后面的金币陷进了地面中。尽管中间第二个金币看不到,但是仍然能够拿到,因为它的收集判定区域稍微露出了地面一点点。

Sm64-ImpossibleCoin2.png

第三个金币是正常方法拿不到的,然而,可以用[ht{}tps://www.youtube.com/watch?v=1iwAbEXgpic 特殊的技巧]拿到。方法是通过特定角度穿入小岛顶部的水山,然后把握好完美的时机,在游出水面的瞬间跳跃。

大小岛关还有一行其中有一个陷入地面的金币。这个金币是确实拿不到的,因为根据游戏的预防设定,这个金币在产生的同时会隐形消失。这和控制金币产生的生成器物件有关。当一个5金币生成器起作用时,会产生5个比生成器高300单位的金币,这些金币开始从比它们高78个单位的位置起向下寻找地面,然后出现在它们找到的最近的地面上。然而,如果一个金币找到的地面位置高于这金币本身的收集判定位置,那么这个金币会因游戏的预防设定而隐形。这一关这里的生成器是在地面底部的,它产生的金币中最左面的一个会因此受到影响而隐形。

(来源: 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)