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Super Mario 64 DS

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This page contains changes which are not marked for translation.

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Title Screen

Super Mario 64 DS

Also known as: Shényóu Mario DS (CH)
Developer: Nintendo EAD
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: December 2, 2004
Released in US: November 21, 2004
Released in EU: March 11, 2005
Released in AU: February 24, 2005
Released in KR: July 26, 2007
Released in CN: 2007


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page

Super Mario 64 DS is a remake of the N64 game of the same name for the DS, most notable for adding minigames, new playable characters, and improved graphics.


Hmmm...
To do:
  • Add a bit about the "Yoshi invisible box" glitch, and how Yoshi may have originally been able to carry things.
  • Unused scenario for Peach's Castle that was meant for multiplayer. The final version uses a separate level, unlike the other multiplayer courses.
  • Check the different (main, multiplayer and "Loves Me...?" minigame) Peach's Castle models for odd differences.
  • Compare renders with models (1, 2, 3, 4, 5, 6, 7, 8, 9, 10)
  • Parameter 2 of entrances lets you spawn as other actors. It is a bit glitchy and you can't really control the actor.
  • Check the object layouts used in cutscenes for odd differences.
  • obj_hatena_switch_red appears to be unused. It has different lighting to the used model.

Map Select

Super-Mario-64-DS-Map-Select-1.png

The game contains a map select screen that can be reenabled using the Action Replay codes below. It appears upon loading a save file, and allows access to every map in the game, including test levels. The ROM's build date is displayed at the top of the screen.

To use the map select, enter 2202xxxx 00000002 into your Action Replay, and use the table below to replace xxxx with the value that matches your version.

Japan USA Europe USA Kiosk Demo
A07C 9E00 AED8 A098
Japan Rev 1 USA Rev 1 Korea China
A0B4 A0B8 9EB8 C208


(Source: Skelux)
Super-Mario-64-DS-Map-Select-2.png

Selecting a map that doesn't have a star select screen from the map select menu brings you to a plain screen with a wooden Bowser emblem. In addition, a Bowser jingle will play instead of the standard level jingle when loading the Bowser boss maps.

Unused Text

King Boo

You can normally only fight Big Boo, the ghost boss, with Mario, Luigi or Wario. However, using Action Replay codes to access the course as Yoshi reveals that the boss has different dialogue for battling Mario's dinosaur pal. The following messages are only present in the Japanese version, and were blanked out in other releases of the game.

00DE - Before Fight
Japanese Translation
ケケケ・・・

オレさまは キングテレサ。
おばけの なかの おばけだ!
オレさまの おそろしさを
たっぷり あじあわせてやる。
にがさないぞ・・・。
ケケケ・・・

Heh heh heh...

I am the almighty King Boo!
A ghost among ghosts!
I'll serve you up
a helping of horror!
You won't get away...
Heh heh heh...

00E2 - After Fight
Japanese Translation
ケケケ・・・

オレたち おばけは
いつでも よみがえるからな。
また あおうぜ。
ケケケ・・・

Heh heh heh...

We are ghosts --
We'll always come back to haunt you.
Until we meet again...
Heh heh heh....


(Source: GlitterBerri - Translation)

Chief Chilly

Normally, it is only possible to fight the giant ice boss, Chief Chilly, with Luigi. However, using Action Replay codes or a glitch to access the course with Yoshi reveals that this boss has Yoshi-specific dialogue as well.

01E6 - Before Fight
Japanese English Italian
むっ・・おまえ、ヒゲがないな。
ハッハーン、ただのザコか。
だが ワシも ちょっとヒマだ。
ヒゲのないヤツでも
あいてを してやる。
さあ、かかってこい!!
Hmm? I see you have no 
mustache. Poor, bald, little
creature.
It's not a fair fight for
you, but luckily, I'm not a
fair fighter. Let's go!
Mhm? Non hai i baffi. 
Povera, piccola, creatura
imberbe.
Sarebbe come rubare le
caramelle a un bambino...
ma io adoro le caramelle!
Translation Translation Translation
Hmm... No moustache on you, I see.
Hahah! You're just a small fry!
But I have nothing better to do...
I guess I can take on
a smooth-skinned opponent, too.
All right, bring it on!
Mhm? You don't have a mustache.
Poor, small, clean shaven
creature.
This will be like taking candy
from a baby...
but I do love sweets!
Spanish French German
¿Mmmm? Vaya, tienes una
gran nariz, pero te falta
el bigote. Me das pena.
El cosquilleo de un bigote
bajo la nariz es algo
incomparable...
Sé que no eres rival
para mí, pero de vez en
cuando me gusta avasallar.
¡Jo, jo, jo!
Hmm? Pauvre petite chose
sans moustache...
Me battre contre toi serait
vraiment déloyal...
Mais tu as de la chance,
je ne suis pas un
adversaire loyal.
Allez, approche!
Hm? Du trägst keinen
Schnurrbart. Arme, kleine,
haarlose Kreatur.
Das wird zwar kein fairer
Kampf, aber das ist mir
egal! Los geht's!
Translation Translation Translation
Hmm? Wow, you have a
big nose, but you lack
the mustache. I pity you.
Nothing compares to the
tickle of a moustache
under your nose...
I know that you're no match
for me, but I do like being
a bully, sometimes.
Ho ho ho!
Hmm? Poor little thing
without a moustache...
Fighting against you
would be really unfair...
But you're lucky, I'm not fair.
All right, get over here!
Hm? You aren't wearing
a moustache. Poor, small, bald
creature. This won't be a
fair fight, but I don't care!
Let's go!
01E6 - After Fight
Japanese English Italian
おお、なんということだ・・・
なんということだ・・・
このワシが ヒゲのない
ヤツに まけるとは・・・
ヒゲだけが じまんの ワシの
じんせいは いったい・・・
I simply cannot believe 
that I lost to a hairless 
pip-squeak like you! 
My mustache was my only 
joy. Now what am I 
going to do?
Non posso aver perso
contro uno sbarbatello
come te!
I baffi erano il mio
orgoglio. E ora cosa
faccio?
Translation Translation Translation
Oh, my word...
I... I don't know what to say.
Taken down by a
baby-faced buffoon...
My moustache is my life's pride!
How could this be...?
I couldn't
have lost against a novice
like you!
Moustaches were
my pride. What do I do now?
Spanish French German
¡Cómo he podido perder
contra un imberbe!
¿Qué voy a hacer a
partir de ahora?...
Tengo frío...
Comment ai-je pu perdre
contre quelqu'un sans
moustache?
Ma moustache était mon
unique joie. Que vais-je
devenir sans elle?
Ich kann nicht glauben,
dass ich gegen eine
bartlose Nacktschnecke
wie dich verloren habe!
Mein Schnauzer war meine
einzige Freude!
Was soll ich jetzt nur
tun?!?
Translation Translation Translation
How could I have lost
against a callow!
What am I supposed
to do now...?
I'm cold...
How could I lose to someone
with no moustache?
My moustache was my only joy.
What am I gonna do without it?
I can't believe that I
lost against a beardless slug
like you! My moustache was my
only joy! What am I supposed
to do now?!?

Boo

0165
Japanese English German
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...
You're mine, now, hee hee!
I'll pass right through
this wall. Can you do
that? Heh, heh, heh!
Iih hi hi hiii...
Du gehörst jetzt mir,
hiii hiii!
Ich gehe direkt durch
diese Wand. Kannst
du das auch? Hi hi hiii...

This text is also unused in the original game.

It is blank in the French and Spanish text, has the same basic meaning in the Japanese and German text, and written in English in the Italian text.

Miscellaneous

021E
Japanese English German
100まいコインの スター
100-Coins Star
100-Münzen Stern

Another leftover from Super Mario 64 and again unused but this time translated. Blank in French and English in Italian.

028C
Japanese English Spanish
キャッチ!
CLEAR!
¡TERMINADO!
French Italian German
STAGE TERMINE!
CE L'HAI FATTA!
GESCHAFFT!

Found with the course results text.

Japanese English Spanish German
02A7
DSワイヤレスつうしんを
はじめます。
よろしいですか?
LINKING STARTS.
OK?
INICIAR LA CONEXIÓN.
¿SEGURO?
VERBINDUNG WIRD AUFGEBAUT.
EINVERSTANDEN?
02A9
つうしんエラー!

つうしんあいてと ちかづいて
むかいあってから
やりなおしてください。
タッチスクリーンをタッチ
またはボタンをおしてください。
LINKING ERROR!

GET CLOSER AND FACE THE
LINK PARTNER AND TRY AGAIN.

PLEASE PRESS ANY BUTTON.
¡ERROR DE CONEXIÓN!

INTÉNTALO OTRA VEZ 
COLOCÁNDOTE MÁS CERCA Y
DE FRENTE A TU COMPAÑERO.

PULSA CUALQUIER BOTÓN.
VERBINDUNGSFEHLER!

MINIMIERE DIE ENTFERNUNG
UND RICHTE DIE GERÄTE
AUFEINANDER AUS.

BITTE EINE TASTE DRÜCKEN.
02AB
ダウンロードしっぱい!

つうしんあいてと ちかづいて
むかいあってから
やりなおしてください。
タッチスクリーンをタッチ
またはボタンをおしてください。
DOWNLOAD FAILED!

GET CLOSER AND FACE THE LINK
PARTNER AND TRY AGAIN.

PLEASE PRESS ANY BUTTON.
¡FALLO DE DESCARGA!

INTÉNTALO OTRA VEZ 
COLOCÁNDOTE MÁS CERCA Y
DE FRENTE A TU COMPAÑERO.

PULSA CUALQUIER BOTÓN.
DOWNLOAD FEHLGESCHLAGEN!

MINIMIERE DIE ENTFERNUNG
UND RICHTE DIE GERÄTE
AUFEINANDER AUS.

BITTE EINE TASTE DRÜCKEN.

These were probably intended to be used for multiplayer. Blank in French and English in Italian.

Japanese Translation
02AF
どのスコアをみる?
Whose score do you want to view?
02B0
どのファイルをコピーする?
Which file do you want to copy?
02B1
どこにコピーする?
Copy file to where?
02B2
どのファイルをけす?
Which file do you want to erase?

These are blank in all localisations.

02B3
Japanese English Spanish
クリア!
COMPLETE!
¡TERMINADO!
French Italian German
STAGE TERMINE!
COMPLETATO!
GESCHAFFT!

Unknown where this could have been used.

02B4
Japanese Translation
つうしんができません。
「DSメニュー」で
「ワイヤレスきのう」を
ONにしてください。
Cannot connect!
Make sure "Wireless connectivity"
is enabled in the "DS menu".

Error text saying to check the Wireless Settings in the DS menu. Blank in all localisations. Of particular interest is the fact that the original DS and DS Lite do not have features to disable and enable Wireless Communications at will, however, this feature was later added to the Nintendo DSi and Nintendo 3DS.

02B5
Japanese English Spanish
タッチしてスタート!
TOUCH TO START
TOCA PARA EMPEZAR
French Italian German
COMMENCER
TOCCA PER INIZIARE
START: BERÜHREN

Unknown where this could have been used.

Japanese Translation
02B7
ただしくデータをけすことが
できませんでした。
Could not delete data correctly.
02B8
ただしくセーブすることが
できませんでした。
Could not save correctly.
02B9
ただしくコピーすることが
できませんでした。
Could not copy data correctly.
02BA
ただしくファイルをけすことが
できませんでした。
Could not delete file correctly.

Error messages for what seems to be managing save files. These are blank all localisations.

02C1
Japanese English Spanish
しばらくおまちください・・・
One moment please...
Un momento, por favor...
French Italian German
Patientez s'il vous plaît.
Attendere...
Einen Moment bitte...

Unknown where this could have been used.

Build Date

Within the ROM there is a text file called BUILDTIME that contains the following build dates:

Japan USA Europe US Kiosk Demo
2004-10-25 18:50:33 Administrator 2004-10-15 23:29:24 Administrator 2005-01-13 08:50:39 Administrator 2004-11-11 11:16:17 Administrator
Japan Rev 1 USA Rev 1 Korea China
2004-11-09 12:31:12 Administrator 2004-11-05 21:13:01 Administrator 2007-05-18 22:30:30 Administrator 2007-05-16 11:41:10 yosimoto

Unused Areas

Test Maps

Hmmm...
To do:
Expand on the different functions of the objects/terrain in the levels, including info on which objects appear during which missions

There are two test levels in the game. Either input the Action Replay codes listed on the Notes page, then hold Select when loading a used save file, or use the map select. The levels don't have proper star select screens, so they just display text from other parts of the game. The names for these levels come from the crash debugger and map select.

Test Map (test_map)

SM64DS-TestMap MiniMap.pngThe starting point

This is where the real meat is. Lots of stuff used for terrain and object testing, as well as general level testing stuff.

The checkerboard textures from Super Mario Sunshine's debug room make their third appearance here. They must really get around.

There are some tiles in the top-right corner of the map with Japanese characters. Each one exhibits the corresponding ground type's behavior when stepped upon:

  • Top Row - 雪 (Snow), 花 (Flower), 氷 (Ice)
  • Middle Row - 水 (Water), 土 (Soil), 木 (Wood)
  • Bottom Row - 岩 (Rock), 砂 (Sand), 草 (Grass), 無 (Nothing)

Onimasu Test Map (test_map_b)

Test Map B
SM64DS-TestMapB Overhead.png

This level mostly consists of a flat checkerboard plain with a bunch of Tox Boxes trundling around. This map was used for testing them as the name "Onimasu" (オニマス) is the Japanese name for Tox Box.

There is also an icon for the spiked balls from the Bowser battle in the top left corner of the map.


(Source: Parasyte, Mega-Mario)

Original Peach's Castle Room

Inside the unused room. The square box is the sign.

In the original game, the room containing The Princess' Secret Slide is a small hexagonal room with a sign and three stained-glass windows of Peach. The DS remake replaced this with a much larger room with the sign, two stained-glass windows, doors that allow you to swap characters, and a door going to Peach's Rec Room.

Despite this, the original room is still a part of the castle model, complete with the sign and Secret Slide warp, though most of the textures are incorrect.

With some hacking, the door leading to the current room can be changed to lead to the old room. However, it seems that the room is lacking collision data, as you'll fall through the floor when entering. Aside from this, the room should be pretty much functional.

The sign is assigned to the same message as the sign in the final room and has exactly the same settings.

Unseen Chunk

SM64DS-Unusedpoly.png

There's a weird grey chunk floating just outside the entrance to the Big Boo Battle room. It is made from three triangles and serves no purpose. There's no collision mapped where it's positioned.

Unused Objects and Enemies

Hmmm...
To do:
There are four unused Tick Tock Clock mechanical objects. Check if they exist in the original game. (source: Fiachra)

Player (0x0000)

Internal Name Object Actor Files

PLAYER

0

191

(player files)

Object 0 is hooked to the Player actor, and creates a Mario character that mimics the player's actions. Video showing object 0 in action.

This object is unused in the final game, but it may have been used during development to test multiplayer character interaction.

The pal ar code = 0211301E 0000XXXX

Replace the X's with one of these to get the corresponding clone:

6000: Mario
0600: Yoshi
0400: Wario
0200: Luigi

Cap Blocks (0x0021 to 0x0023)

The unused cap blocks
Internal Name Object Actor Files
  • CAP_BLOCK_M
  • CAP_BLOCK_W
  • CAP_BLOCK_L
  • 33
  • 34
  • 35
  • 23
  • 24
  • 25
/data/normal_obj/obj_hatena_box/
  • obj_cap_box_m
  • obj_cap_box_w
  • obj_cap_box_l

The game contains three M/L/W blocks that give the corresponding character's cap when hit. These objects work perfectly, but are unused in the final game. However, they can be found in the Test Map. They won't release anything unless the character is already unlocked, or the cap object exists in the level via object 254.

Chances are they were scrapped because they would make it too easy to get the caps, or they were simply just designed for testing the use of the caps.

Action Replay code (us) (replace trees): 1210443a 000000xx d2000000 00000000

Replace the X's with one of these to get the corresponding block:

17: M blocks
18: W blocks
19: L blocks

Here are the codes for pal (will appear near you): 021130ec 000000xx

Replace the X's with one of these to get the corresponding block:

21: M blocks
22: W blocks
23: L blocks

Rock Triangle (0x00B6)

Hmmm...
To do:
Is this spawned by falling pillar used in Jolly Rodger Bay?
SM64DS-KI HASIRA DAI.png
Internal Name Object Actor Files
  • KI_HASIRA_DAI
  • 182
  • 59
/data/special_obj/ki_hasira/
  • ki_hasira_dai

A rock triangle only solid on top. Yay.

Multiplayer Stairs and Barrier (0x0128 & 0x0129)

Sm64ds dodai hazad.png
Internal Name Object Actor Files
  • MC_DODAI
  • MC_HAZAD
  • 296
  • 297
  • 340
  • 341
/data/special_obj/
  • mc_dodai.bmd
  • mc_hazad.bmd

The multiplayer Peach's Castle features direct reproductions of the stair and barrier objects as part of the level model, therefore the separate objects are unused.

There is an ar code for pal here (will appear near you): Multiplayer Stairs: 021130ec 00000128 Multiplayer Barrier: 021130ec 00000129

Fire Ring (0x0141)

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Use the debug menu to debug the crash.
Internal Name Object Actor Files

FIRERING

321

281

Unknown

There is an object called FIRERING that crashes the game. There are no objects that fit this description in either the original or the remake.

This object's actor code is contained in an overlay that isn't loaded via the regular system. Maybe it was meant to be loaded and used as a sub-object by something?

Red Koopa

Sm64ds-red koopa.png

Internal Name Object Actor Files

NOKONOKO

21

203

/data/enemy/nokonoko/
  • nokonoko_red.bmd
  • shell_red.bmd

(and the standard koopa animation files)

This Koopa shows different behavior than the standard green version. He runs into the player rather than fleeing from them, though he doesn't hurt the player. When knocked out of his shell, he will try to re-enter it. When defeated while shell-less, he gives a blue coin, just like green Koopas.

The shell obtained from knocking a Red Koopa cannot be ridden or picked up. The player can kick it to launch it in one direction; it then continues following a straight line, knocking out enemies in its path, until it crashes into a wall and disappears in a puff of smoke. If Yoshi eats a red shell, he can spit fire.

Red Koopa Troopas can be added to a level by changing a Koopa's Parameter1 to 0x0001.

Action Replay code for US v1.1 (replaces trees with Red Koopas): 1210443a 000000CB

Action Replay code for pal (will appear near you): 021130ec 00000215

There is also a pal Action Replay code for the red shell (will appear near you): 021130ec 00000254


(Source: http://Kuribo64.net)

Unused Object Parameters

  • Tox Boxes are able to follow regular paths, and that's what they do in the second test map (Onimasu Test Map). However, in Shifting Sand Land, the only used level where they appear, this ability isn't used; they follow hardcoded paths instead.
  • If the Power Flower object has Parameter1 set to 1, it acts like the Wing. At some point in development, the Wing Cap may have been obtained from a Power Flower instead of causing Mario to float.

Unused Actor Behaviors

  • Some enemies have a behavior for touching the character when they are huge, even if you cannot become huge in that level. Sometimes it is just how they react to metal characters, but sometimes they have a unique behavior for the powerup (mostly just being destroyed).
  • Princess Peach, as she appears in the ending, has a behavior for being talked to; you can do this by placing Peach in a map with a level editor and going up to her and pressing A or B. When talked to she goes into her default pose of standing completely still and upright, which looks quite awkward, and says the same lines Bowser says at the start of the final boss battle. This does not necessarily mean that you could have talked to Peach at some point in development; the behavior could just have been put there for some technical reason.
  • Ice Blocks, Pushable Blocks and the CCM Ski Lift can be smashed by players in Mega form.

Unused Entrances

Most levels have four entrances grouped around their starting point, out of which only one entrance is used for single-player levels, leaving the other three unused. The exceptions are the character painting levels and the Play Room, which suggests that they were created late in development.

Early footage saw multiple players in Bob-omb Battlefield.

The presence of the unused entrances indicates that the full 4-player mode was scrapped after most of the levels were already made, which is actually not that early in the game's development cycle. Since Super Mario 64 DS was one of the console's launch titles, it is quite probable that the cooperative mode was scrapped due to lack of time to finish it. Or simply due to technical constraints; note that Super Mario 64 DS is one of the rare games that includes Download Play but not multi-card play.

In the final game, it was replaced by a competitive game limited to scaled-down versions of four small courses.

It's worth noting that a full-game multiplayer mode was, according to some interviews, planned for the original Nintendo 64 game (and its cancelled 64DD expansion), using the split-screen variation. It appears that they originally intended to revive the concept in this remake.

Unused Graphics

Hmmm...
To do:
Look for unused textures using the latest SVN build of Super Mario 64 DS Editor. Unused Bowser star select screen. More coincentration unused graphics. Look through other minigames. File select castle image is different to the actual castle, shows hole only seen in prerelease materials. Two different ? switches - one with darker shading, is one of them unused?

Goomba Low-Model

SM64DS-kuribo low model.png

An unused low-polygon model for a Goomba. It's possible that the game was meant to switch out the normal model with this one at a certain distance from the camera, as is common in many 3D games, but the low draw distance for objects rendered it useless. Although coins do use a low-model when viewed from a distance, this may be because there are often many on screen at once.

Battle Fort Painting

Bird's eye view of the battle fort in a Level Editor.

It also looks like the Battle Fort level.

Its filename (for_vs_cross.bmd) implies that it was made for the Battle Fort level. It goes unused since the only entrances to the Battle Fort are a hole in the Courtyard and through VS Mode (which uses a generic sky painting). The painting object can be set to display this graphic.

It appears to depict an early design of the course, most notably the sides are multicolored and there are no squares on each edge.

5 Star Door

5+5=10

Star graphics for a door that would require five Stars to unlock...except the door object has no such variation.

The only Star door in the DS game which does not also exist in the original N64 version is the 8-Star one that leads to the Mario painting, although its graphics file is obj_door0_star10.

This would seem to indicate the 8-Star door went through some adjustments during development.

Powerup Item

P Balloon?

File Texture inside nsbmd
/data/normal_obj/
  • obj_powerup_item.nsbmd
  • obj_powerup_kari (object_powerup_temporary)

The name for the Power Flower actor is obj_powerup_item, so it is likely that this was a placeholder graphic for the Power Flower.

Coincentration Graphics

SM64DS-Coincentration spriteset-Unused Graphics.png

Coincentration's sprite set contains some Super Mario Advance 4 ones, which obviously aren't used in the final game.

Also, Coincentration's internal name is "wrecking_crew", a reference to the NES game. It uses this name in New Super Mario Bros. as well.

(Source: Ragey)

Crash Debugger

Crash debugger

This game has a crash debugger triggered similarly to the one in Ocarina of Time. This one is a bit less technical and more informative, but a lot less in-depth.

To access the crash dump screen, crash the game (such as ejecting the game card). After doing so...
Hold L + R + A + Left, then release.
Hold Down + B, then release.
Hold Start + Select.

This screen also exists in Animal Crossing: Wild World and New Super Mario Bros. It was used by the developers to debug crashes and other errors in the game, since it helps pinpoint exactly where an issue occurred in the code.

Here's an explanation of some of the info on it:

  • The BUILDTIME text file is printed on the top of the screen.
  • StageNo - Internal name of the stage.
  • PlayerID - The character that was being used at the time.
  • LayerNo - Unknown.
  • RoomNo - Unknown.
  • LoopProc - Which part of the main loop was running at the time of the crash; corresponds to a specific virtual function on the problem actor.
  • ProfName - Identifies which actor type caused the problem. The first number is the type ID (in the above screenshot it is 3, which corresponds to STAGE). The second number is unknown.
  • file-id - Unknown, may be the last file ID that was read from the ROM's file system.

Regional Differences

International Japan Korea China
Super Mario 64 DS-title.png SM64DS-title jp.png SM64DS-title ko.png SuperMario64DSChinaTitle.png

The Japanese logo features metal around the text and a more emphasized "DS" with a black outline around the letters. The Korean logo has slightly darker colors. The logo used in international versions is closer to the original design of the Super Mario 64 logo, with wood around the letters and gold around the "64". The "DS" is also less emphasized. Strangely, the word "Super" is all cyan rather than multicolored. The background gradient was also changed to match this cyan, whereas the Japanese version uses a deeper blue that matches the bottom screen colors. The Chinese version breaks tradition by rendering the majority of the title in Chinese, rather than using a subtitle.

For unknown reasons, the Rec Room in the Korean version was removed. It also lacks a backlight setting.

(Source: http://www.themushroomkingdom.net/)

Revisional Differences

Hmmm...
To do:
  • There's more, this is just a start.
  • Add a Glitches exclusive to the second revision or merge together

Glitches exclusive to the first revision

  • There are various bugs related to Yoshi's eating ability. Generally, if Yoshi or an object changes state while he's eating (e.g. a Power Flower disappears, or Yoshi takes damage), the game can glitch in various ways or freeze entirely.
  • In Bob-omb Battlefield and Tiny-Huge Island, the mini Koopa Troopa lacks the ability to climb some steep surfaces, and will just walk in place.
  • In Whomp's Fortress, if you grab the Super Mushroom, warp to the top of the fortress, make your way to the wooden plank and run up to the side of it, you'll get 100 lives just from touching the plank.
  • In Dire Dire Docks, when the submarine is present, you can jump under one of the back fins and immediately ground pound to be pushed through the water surface, allowing you to walk underwater.
  • In Tall Tall Mountain, when Yoshi licks and eats a character transformation hat while Ukiki is jumping in the air, the game will freeze just before Yoshi finishes his transformation process.
  • If the player collects or eats a transformation hat and their animation state changes (e.g. by collecting a Power Flower or grabbing hold of a ledge), then the transformation hat will remain stuck to the character's feet until another hat is collected or the player leaves the course.
  • In Shifting Sand Land, if the player is wearing a transformation hat and lets Klepto bump into them while they are standing still and holding an item, the game will freeze.

Glitches exclusive to the European revision

  • In Course 5 of Snowman's Land, "Snowman's Silver Stars", entering and exiting the igloo after collecting all five Silver Stars will cause them to respawn. Collecting one will cause everything but Mario to freeze (or cause the game to freeze, if you're riding on a Koopa shell).
  • A glitch was introduced that allows you to carry Stars by jumping on a Goomba and eating a Star as Yoshi.
  • One form of the Yoshi tongue glitch is possible in Jolly Roger Bay by licking up a cap and getting squashed by a pillar before the cap goes into Yoshi's mouth.

Glitches present in the Japanese first revision

  • The freeze that occurs when Yoshi eats a disappearing Power Flower is still present.

Naming Oddities

VS Painting Room

Mario64ds-E3startroom.jpg

The model data for the room where the Yoshis jump into a painting in Vs. mode is named e3_start_map_r00.bmd. E3 likely stands for Electronic Entertainment Expo; presumably, the room was originally created for the demo version of the game shown at E3, and then kept around and reused in the final version.