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Talk:Super Mario 64 (Nintendo 64)

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More than 999 coins

"If you collect more than 999 coins, the coin counter overflows into the life counter, thus giving you negative 25 lives."

How does this work exactly? I can see it must be writing the low byte of the coin counter over the life counter (0x3E7 = 999, 0xE7 = -25), but what causes it? I'm not seeing why the number of digits would have an effect on where the value gets written, nor why it would only be writing one byte. (If it wrote both, one byte out of place, you'd end up with 771 coins or the game would crash, depending how this game deals with unaligned writes.) HyperHacker 23:33, 1 October 2010 (EDT)

That's something I've been asking myself the whole time. I guess if you used Nemu and looked at the memory editor, you would be able to figure it out. -- Prince Kassad 04:09, 2 October 2010 (EDT)
It's not an overflow so much as writing to the wrong address. I'm mostly guessing here, but it looks like that's a glitch in the code to force the coin counter back to 999 on overflow. Instead of writing to the coin counter like it should, it writes four bytes away. This writes 0xE7 to the life counter (setting it to -25) and 0x03 to an unknown control byte. In the USA version of the game, that control byte draws garbage characters to the screen. On the European version of the game, that byte draws "ü" to the screen. It appears to control how many characters to display, possibly as part of a debug routine. (Setting it to 0x03 draws "üüü", for example.) -- Joe 17:47, 2 October 2010 (EDT)
Ahh, the good old Boo Key counter.-- LocalH 00:00, 3 October 2010 (EDT)
That makes sense, but that "control byte" is the beta key counter. Shouldn't 3 keys also appear on the screen when you do this? I don't think I've heard of that happening. (I also wonder how they managed to create that bug in the first place... must have copied the code from the lives overflow check and not changed the variable name at that point.) HyperHacker 21:11, 12 December 2010 (EST)
Thinking about it though, that explanation means the compiler didn't care (beyond perhaps emitting a warning which was ignored) that they were doing lives = 999 when lives is only one byte. Knowing Nintendo, this isn't terribly surprising... A sane compiler would at least truncate the value to just 0xE7, which at least explains why it doesn't set the key counter to 3 as well. ⬡Rena 20:59, 13 December 2010 (EST)

The level select...

Anyone else notice how the logo used not only looks like a beta model, but also looks like the one used for the background picture? --Enig-e 17:43, 8 December 2010 (EST)

I remember that someone pointed that out a while back on a forum I can't remember.--Oaa 18:10, 8 December 2010 (EST)

Beta Super Mario 64 title screen is here at 0:07, different than logo on Level Select. [1] --Jimmy130 12:11, 14 May 2012 (EDT)

For the level select text, does it seem probable that the % sign in the US version replaced "の" or "no" from the Japanese version? I'm not very savvy about Japanese as a language, but what I do know suggests that those percent signs would be logical places for a の. I'm guessing cross-referencing with the Japanese version(s) of the game would be the easiest way to know for sure. Miles of SmashWiki 15:02, 5 July 2013 (EDT)

I just booted up my Japanese Copy of SM64 and in the level select it is still a '%' sign. --DarkLeach7 00:15, 22 June 2014 (PST)
The % is meant in the same way as "and" or "/", to indicate two levels. --Hiccup (talk) 13:18, 22 June 2014 (EDT)

The Key glitch

Alright, so it's been a very long time since I've edited any wiki and can't remember how to do... well, almost anything. I'm very new here, but noticed that this page talks about the key glitch in the Japanese version of the game. I happen to stumble upon this video of the glitch occurring;


Now, this video is not mine, so I'm not sure what the policy is here for linking to videos and what not, but I figured I'd post it here anyway and until I brush up a bit more on the style of use here, someone else can decide what to do with it. Hope it helps! --TheAxis 09:34, 28 April 2011 (EDT)

Meh, basically videos uploaded on YouTube are free to be shown elsewhere, as far as I know. There's no problem in putting it in the page. Although recently I saw a ton of ways to embed YT videos in wikis... All of them different. Someone else can embed it, I'd rather not screw it up. {EspyoT} 12:00, 28 April 2011 (EDT)
Help:YouTube tag -- Prince Kassad 12:09, 28 April 2011 (EDT)
Oh. You see, I saw someone use the <youtube> tag before in Pikipedia, but apparently didn't work. I thought he made that up or something. Never knew that this was an actual tag. Pikipedia probably doesn't have it installed, but I didn't knew TCRF did. {EspyoT} 13:25, 28 April 2011 (EDT)

Japanese version?

Hey guys, I just thought about something. Is it possible that the original Japanese release might have some more unused/incomplete content in the ROM that might've been cleaned up during the process of developing the USA release? I suspect that most if not everything from this page in regards to prototype/unused stuff is coming from the USA ROM. Has anyone taken a closer look at the Japanese version's innards to see if there's anything interesting? Evilhamwizard 01:06, 13 May 2011 (EDT)

The only Japanese-exclusive stuff we know of so far is the Boo key sprite. But it's possible that nobody has really looked inside. -- Prince Kassad 01:07, 13 May 2011 (EDT)

Sound meter?

Has anyone investigated to see what that "sound meter" actually displays? I believe it's actually showing CPU/memory usage and other such info. I know at least one of the bars shows how many objects the level contains. Other games (Mario Kart 64, Ocarina of Time) also have similar bars that show CPU information and level object counts. 02:39, 4 September 2011 (EDT)

Rumble Pak support in Shindou

Should we upload the texture of the small message that appears on the title screen informing of Rumble Support, and maybe translate it, in case it says something a bit out of the ordinary? {EspyoT} 12:24, 9 February 2012 (EST)

Someone should translate it just to see if it says anything noteworthy. 04:35, 14 June 2012 (EDT)

European version

I vaguely remember the European version having different sounds (like the pipe where Mario jumps out at the very beginning, or the Bowser doors). Can anyone confirm this? -- Sheeza 10:30, 14 May 2012 (EDT)

I own both the North American version and the European version, and I just compared them. The pipe at the beginning is a lot quieter in the European version, but it seems to use the same sound effect. The bowser doors have a separate "open" and "close" sound effect in the North American version, but the European version seems to re-use the "open" sound when the door closes. Here's an example of the PAL door sound. --Joe 19:35, 4 May 2013 (EDT)
Oh hey, so my memory didn't deceive me after all. That's cool. -- Sheeza 19:53, 4 May 2013 (EDT)

So long ___ Bowser!

Ok, according to the edits, some people think it's "So long, eh Bowser!", others think it's "So long, big Bowser!", others say "So long, King Bowser!". I personally am very sure it has to be "So long-a Bowser!", given Mario's accent. Can we actually really confirm what it is? Because I mean, come on, this is so silly... What if we just replace that with "the sentence he says when he throws Bowser"? {EspyoT} 18:43, 30 September 2012 (EDT)

I thought he was saying "So long, dear Bowser"...--ICEknight (talk) 23:49, 21 June 2014 (EDT)
Can someone upload the raw clip so we can listen without any noise? Robotortoise (talk) 00:43, 22 June 2014 (EDT)
It's "So long, King Bowser!" Martinet clarified this on Twitter a little while ago. TheJoebro64 (talk) 12:28, 27 October 2019 (EDT)

Is this worth pointing out?

I found this level ID list on yoshielectron's site. Which has a few unused level slots and not just at the end of the list. I wonder if this relates to any "scrapped areas". --Hiccup 06:11, 4 May 2013 (EDT)

I assume it is, because I see no reason why not. --Hiccup 06:11, 5 May 2013 (EDT)
Actually, no I don't think it is worth pointing out, because it isn't interesting as there are no early pictures of scrapped areas or any unused content suggesting there used to be more areas; the only thing is the quote that says there were to be 32 levels originally. --Hiccup 07:12, 5 May 2013 (EDT)
We have those levels now because of the gigaleak. nice --LBPPlayer7 (talk) 12:25, 4 December 2021 (UTC)

Debug Text

I found some debug text and I listed below the strings I found. The format may be inaccurate.--Chpexo 16:04, 5 July 2013 (EDT)


md id
sp id
mode id
action id
number id


mapinfo area
id wx   
id wy
id wz
id bgY
id angY
id bgcode
id bgstatus
id bgarea
id water
id checkinfo
stage param 
id  effectinfo

$F4D20 and $F4D20 (SDK strings)

RSP SW Version: 2.0D, 04-01-96.SGI U64

GFX SW TEAM: S Anderson, S Carr, H Cheng, K Luster, R Moore, N Pooley, A Srinivasan


AUTOSEQ    i2x i2x <i5x : i5x / i5x>
AUTOBNK    i2x i3x <i5x : i5x / i5x>
STAYSEQ    [i2x] <i5x / i5x> i2x
STAYBNK    [i2x] <i5x / i5x>  i2x

There's a bunch of string at $265980. I'll list a few interesting ones:

vertex is:
Bone is:
many objects to morph
move_animator(): Unkown animation data 
type move_animators

Painting warp

Just out of curiosity, how does the painting warp oddity apply to Wet Dry world and Tiny Huge island? --Dr. Yay 02:24, 19 July 2013 (EDT)

In the case of Tiny-Huge Island, remember that it has two different paintings that Mario can enter, with one leading to the tiny version and the other to the huge version. I would thus imagine that they are in fact two separate levels, with what Mario can and can't access differing between the two. Wet-Dry World could be the same case, though with the only difference being the initial depth of the water. Luigi-San 02:22, 29 July 2013 (EDT)
But Wet-Dry world uses a single painting, and the height of the water is set depending on how high Mario jumps into the painting. Could it be a variation of the unused behavior? WhoIAm 21:15, 12 August 2013 (EDT)
I was just coming here to ask this, myself. It seems like the triple-warp behavior for the other paintings may have been used for the Wet-Dry World painting, but rotated 90°, as when Mario hops into any 3rd of the painting, the water level is raised or lowered respectively. ~ Doc Lithius (Info|Chat|Edits) 13:31, 23 November 2013 (EST)

Unused Objects / Items subpage

The template at the top of the article says the following: "It's a bit all over the place. Subpages would help." To make the article a little more organized, should the "Unused Objects / Items" section be separated in a subpage? TempleofDreams (talk) 13:43, 21 September 2013 (EDT)

Nah, that section's a little too small to justify a subpage, IMO. Debug Menus/Tools and Version Differences should both have subpages, though. Luigi-San (talk) 14:23, 21 September 2013 (EDT)
Ok, thank you. TempleofDreams (talk) 14:41, 21 September 2013 (EDT)

Can somebody explain this part of the article to me?

The bit about unused level layouts doesn't make sense to me at all, could someone explain it in a different way? --Hiccup (talk) 14:32, 14 November 2013 (EST)

Unused object behaviours

https://sites.google.com/site/messiaen64/list-of-behaviors-for-custom-platform-objects --Hiccup (talk) 08:33, 22 December 2013 (EST)

Bridge in main area

The bridge in the castle courtyard acts like a net that you can climb under. Is this supposed to happen? --Signed: Vectrex (talk) 12:27, 22 December 2013 (EST)

It probably just uses the climbable terrain type. --Hiccup (talk) 12:42, 22 December 2013 (EST)
You can also climb the bridge in Bomb-omb Battlefield, too. Was this done intentionally? Mario Weaboo (talk) 12:57, 22 December 2013 (EST)
There is no way to tell. --Hiccup (talk) 13:44, 22 December 2013 (EST)
You can also climb the ceiling outside the entrance. --Mariofan5000 (talk) 14:32, 11 April 2014 (EDT)
It would be interesting to know what collision settings these faces use in comparison to non grab-able ceilings and grab-able fences. --Hiccup (talk) 13:31, 12 April 2014 (EDT)
I always thought that the net was used for when the moat was filled with water, although I never tried it out myself. Maybe I did, but forgot... Maybe the developers fluked? Or maybe the developers meant for it to be that way, so that players could mess with it.
On a side note, should this be added as an oddity? PiE (talk) 22:24, 16 April 2014 (EDT)

64DD Prototype Found?

Some guy seems to have found this gem. When more information comes out, we should investigate this. 20:08, 19 June 2014 (EDT) The preceding unsigned comment was added by Zsdrfty (talk • contribs)

Yes I found this Disk. Original post on my blog link --Jimmy130 (talk) 17:01, 20 June 2014 (EDT)

Koopa Sign

Is this sign used at all whatsoever? I just found it in Toad's Tool. http://i.imgur.com/UOiCT5d.png SableSugar (talk)

Nope, but is that a part of Toad's Tool? Robotortoise (talk) 23:23, 21 June 2014 (EDT)
Looks like it's an actual texture. http://puu.sh/9ED05/cd087b5aeb.png M64m (talk) 00:00, 22 June 2014 (EDT)
That texture is used on the wind-up enemies that flip you in the air from wet dry world/tick tock clock. Mammal Sauce (talk) 13:30, 22 June 2014 (EDT)

Hidden "F" shape

Was this ever noticed by not just this Miiverse user and those who Yeahed the post? https://miiverse.nintendo.net/posts/AYQHAAABAAAtVHhlzzK0Cg --ComJay (talk) 08:50, 3 May 2015 (EDT)

That's just the trap door that leads to one of Bowser's levels. The backs of the polygons are not rendered, so you can mostly see through it at that angle. I'm not sure why it's loaded in that area, though. --BMF54123 (talk) 08:55, 3 May 2015 (EDT)
I think you can see it because it counts as an object while the rest of the room is...well a room. You don't see the back of it probably because no backsides were made since we only see one side of the floor.--Mspeter97 (talk) 14:28, 3 May 2015 (EDT)

New Video Shows Gameplay from Shoshinkai 1995

A new video has surfaced (November 2015) showing very detailed gameplay of a "50% complete" and clearly very early version of SM64.

The video is actually already linked to in this article - however it only refers to a level select menu.

Looking at the video though, its clear that there is much more to see and mention than that. We see a mini map - something I never saw in previous pre-release footage - we also get to see more detailed views of early level designs - most notable is differences to Cool Cool Mountain - a significant part of that level is substantially different to the final version.

https://www.youtube.com/watch?v=ys723F9wiwU The preceding unsigned comment was added by Ryansimmons323 (talk • contribs)

Move this page back to Super Mario 64

When the 64DD version was added to the wiki, this page was moved to Super Mario 64 (Nintendo 64). I think that it should be moved back.

The move page says: "Warning! This can be a drastic and unexpected change for a popular page; please be sure you understand the consequences of this before proceeding." The 64 version is indeed a very popular page, so any person that searches for it will have one more click to worry about, not much, but still inconvenient. Plus, the redirect seems redundant. Any person searching for the N64DD version would search "Super Mario 64 (Nintendo 64DD)" or something among those lines. I think that very few would be writing Super Mario 64 while searching for the 64DD version.

Another thing is that quite a few pages had to be manually moved to accommodate the change. The Notes page still isn't associated with the new page for instance, the translation pages can't even be moved due to MediaWiki weirdness (they have to be copied manually) and any links to the Super Mario 64 page have to be changed to the new page to avoid (sort of) double redirects. There's probably a tool or special page to make it easier, but overall, it just creates a lot of unnecessary cleanup.

Theoretically it's better to have a redirect page linking to both pages, but in this case it just seems kinda silly to me. Maybe I'm not making any sense, but I still think it's better to move this page back. --RanASTC 10:06, 8 February 2016 (EST)

Prepping the pictures of Cool Cool Mountain Early Object Layout.

So I think I'm finally going to add the pictures of Cool Cool Mountain slide Early Layout oddities. There is some issues I might want to clear up. These Cannot be seen in game, They are likely hard-coded to not appear at all, because of this I have to use Toads Tool 64 which doesn't exactly have a screenshot function. So I had to Print Screen and Crop it so it is only the editor, another thing is a group of them use the Snowman's Head model in editor (I'm not sure why) including the 2D Star(?). Are these okay, or do you want me to do something different? The preceding unsigned comment was added by ConsUme (talk • contribs)

That seems fine, just make sure to tag the images with {{editor|Nintendo 64}} -Einstein95 (talk) 20:53, 13 January 2017 (EST)

Can anyone confirm if this text is unused?

Before I do the hassle of adding this, I just want to double check.

Line 48 in M64 Text Wrangler
Snow Mountain Summit

Watch for slippery conditions! Please enter the cottage first.

Edit: Yes I have checked before in game.

--ConsUme (talk) 20:59, 13 February 2017 (EST)

Yes, it does appear in the game. Right when you first drop into Cool, Cool Mountain on the first mission. To be fair, many people have (un)intentionally skipped it, but it's also pretty easy to see in the game yourself. --From: divingkataetheweirdo (talk) 21:52, 13 February 2017 (EST)

Okay, that was weird, I opened up and just restarted a unexpanded Version, It had appeared for me only then. Not Making this up, but thank you for double checking for me. --ConsUme (talk) 22:05, 13 February 2017 (EST)

Yeah, it only appears one time in the entire game and the text itself isn't very memorable at all. --CeilingFan (talk) 13:14, 14 February 2017 (EST)

Unused "Boing" sound effect?

Stupid Little Question: While watching some Vinesauce, at around 2:43 in this video: https://www.youtube.com/watch?v=OvNDcVRlyYk Vinny's corruption caused "It's a me, Mario!" to be replaced with some weird "Boing" sound effect. This sounded legit, so I was wondering if this was just a very rare sound corruption, an actual unused sound, or is used in the game. --FURRYBRONY (talk) 17:39, 24 March 2017 (EST)

It sounds like a pitched down version of the sound effect used when you release part of Mario's face on that titlescreen thing where you can mess around with his facial features. -Ehm (talk) 22:07, 24 March 2017 (EDT)
Um, I don't think so... I slowed it down myself and it didn't sound anything like it. I believe the sound effect used for letting go of Mario's face is a single tone, and in-game it is distorted on the spot somehow... Unless someone has the info to prove me wrong. But now I think I remember hearing that sound in game, so I'll do a bit more research. --FURRYBRONY (talk) 18:28, 27 March 2017 (EST)

Hidden content in the ROM

When you add an bitmap header to the ROM, you can see a graphics of stars/aliens. It is unclear wich purpose they serve.

old/scrapped 2d textures

The preceding unsigned comment was added by Missingno3567 (talk • contribs)

The star looks a lot like the old 2D star from early screenshots/videos. https://www.mariowiki.com/images/6/68/Beta_Lethal_Lava_Land.jpg --Burb
Those look like the graphics used on the title screen with Mario's head - Ferrox
They are the graphics used on the title screen; in this case, the hand cursor, the two stars, and the sparkling effect as the stars circle around Mario. They are also the only uncompressed graphics in the entire ROM, IIRC. It looks weird because it's being viewed incorrectly. Missingno3567 is viewing these graphics with Tile Molester at 8bpp rather than the intended 16bpp (RGB565, in this case). --From: divingkataetheweirdo (talk) 20:15, 24 April 2017 (EDT)
It looks like Divingkataetheweirdo was right. I managed to get a 16bpp header on the file and it now looks like the star in the screenshot from above. I still wonder why it is in the ROM uncompressed. (Btw., what's a Tile Molester? Doesn't sound too nice.)--Missingno3567 (talk) 13:29, 25 April 2017 (EDT)
Edit: I didn't know about Tile Molester, but it does basically the same as I did. Anyways, I had a great 5 hours with coding and debugging for my script.--Missingno3567 (talk) 14:16, 25 April 2017 (EDT)

Cheat code for metal flying Mario.

Should I upload it?

iQue Player regional differences

When a Koopa loses its shell, its boxers are normally pastel pink whereas in the iQue Player version, they are more or less fuschia pink. Also, the sound effect used when Mario jumps twice: "hoohoo", is slightly more high-pitched than the other releases. --ChocoPain (talk) 11:06, 7 November 2017 (EST)

Unused Music?

YouTube user Frauber made some custom blocks that can change the music of the level. Note the 2nd music being played. I don't know if it was imported by him or was actually unused. https://www.youtube.com/watch?v=Bg0Wka0sFic&t=3m45s

"frauber: @skyqueen3 That's custom music not from the original game."

-Purcell (talk) 01:47, 10 December 2017 (EST)

More 1995 Beta Build Clips

Nintendomania - Regreso de Japon, 16 de Diciembre del 1995


Early courtyard footage



From the footage, the star statue was missing/higher up. The pond (?) was at the corner.

The prototype lagged in the Bowser level, and had a "Resume/Quit" menu.

Early Dire Dire Docks


Someone at Nintendo painted everything blue.

- Purcell (talk) 22:11, 27 January 2018 (EST)

Should we add the french translation for the Boo's taunt

So, should we?

French Translation French Script
Ciao bello Mario! (Hey Handsome Mario! in Italian)
I can go thru' walls!
Can you do that, You?
Ciao bello Mario!
Moi j'traverse les murs!
Tu peux le faire, toi?

Object / Level Oddities and Errors

Check this video here: https://www.youtube.com/watch?v=_9n01vqsk8A

Prototype screenshots on the Italian box art

Pretty self-explanatory. I bought a copy, started to read the back, and I found this:

Screenshots of at least two prototypes of Super Mario 64

Cool Cool mountain leftover objects severely outdated

According to Swankybox and Kaze Emanuar the findings of the Cool Cool Mountain Slide leftover objects are now severely outdated now we have decomp, especially since they were able to load that star. Also, been a while and don't remember how to use that Todo box so I tried copying the one one the top and it failed miserably. --ConsUme (talk) 13:08, 8 February 2020 (EST)

While this whole situation is currently confusing, here is the thread that started all of this. Topic on Jul. --Sgv Sth (talk) 22:10, 8 February 2020 (EST)

About the unused Piranha Plant collision in Whomp's Fortress

I would like to mention that there is a Spiny Piranha Plant almost in the exact location in Throwback Galaxy - which is a remake of Whomp's Fortress - from Super Mario Galaxy 2 but I don't know whether it would be relevant. --ChocoPain (talk) 20:50, 23 March 2020 (UTC)

Edit: Thank you to the person who added it. --ChocoPain (talk) 21:56, 24 March 2020 (UTC)

"Delicious Cake" unused text

Maybe this text was pause menu text meant for the "stage" used at the end of the credits, but was never used due to the fact the "stage" is not actually playable, and thus has no stars to collect? steven12398 (talk) 15:22, 4 April 2020 (UTC)

Anti-Piracy Screen

I was browsing Youtube and i found these 2 screens. are they real? The preceding unsigned comment was added by Unused999 (talk • contribs)

I looked into these channels and it looks like they're just hoaxes playing off that stupid "1995/07/29 Build" meme (e.g. the "Wario Apparition"). They don't belong on the page. N. Onymous (talk) 04:32, 6 July 2020 (UTC)
It's a fake. There's nothing like this in the code for any version of the game. And pretty easily disproven if you look at the decompilation. --From: CounterDiving (talk) 05:48, 6 July 2020 (UTC)

Gigaleaks Source Code Topics

Yeah, as the topic says, the source code was found in gigaleaks. I'm just creating this topic so that we can find oddities in the source code, such as Luigi's model. Speaking of which, I've seen the head, but has anyone gotten a FULL render of the Luigi model? Edit:I've seen the full model. Looks nice. I'm not good at posting images, could someone add it to the two player section? -- Bloxis (talk) 21:29, 26 July 2020 (UTC)

Anything that is in the leaks that is not found within the released game’s code should go on its own separate page. I’m surprised no one has made a separate article for it yet. --Xwasp (talk) 05:22, 28 July 2020 (UTC)
Except there sort of is, already. --From: CounterDiving (talk) 05:28, 28 July 2020 (UTC)

Bubba Fish Eye Texture

So apparently Bubba fish never has its eye texture loaded so it looks like its sporting some cool sunglasses instead of goggles. This issue was later corrected in Mario party:

--FCandChill (talk) 14:41, 13 September 2020 (UTC)

That eye texture is used for the separate "Bub" enemy, which appears in Dire Dire Docks. In fact, that second picture is depicting a Bub in Dire Dire Docks, and isn't even from Mario Party ~ Geno2925 (talk) 18:09, 13 September 2020 (UTC)

Damaged Chain Chomp

This tweet shows a glitch that allows a box to damage a Chain Chomp. Is the resulting animation otherwise unused? --Agiletek (talk) 19:44, 8 March 2021 (UTC)

No, it is not unused, because if you hit a Chain Chomp with a Bob-omb, it will do the same thing. You can do this without glitches, just pick up a Bob-omb and throw it at the Chain Chomp. It's a little tricky, but it IS possible. steven12398 (talk) 23:08, 9 March 2021 (UTC)

Thanks. That's an obscure enough situation I can see why I'm unfamiliar with it. --Agiletek (talk) 20:42, 12 March 2021 (UTC)

Koopa the Quick's mouth is visible

I don't know why people think it can't be seen, but it can easily be seen by standing *in front of* the of the Koopa and going into first person mode. You may have to tilt the camera up or down a bit, but it's visible. steven12398 (talk) 22:16, 24 March 2021 (UTC)

Sure, it can be seen in-game, but not through normal gameplay. Through glitches, yes, but not through normal interactions with Koopa the Quick. --💗Daisy💗 (Talk) - Remember, you are loved!! 19:13, 25 March 2021 (UTC)
The bottom of his mouth is visibley colored red in-game (hard to see though because his mouth is barely open), however, it seems the roof of his mouth is supposed to be colored red as well but the triangle is face-up making it invisible from inside his mouth, but visible from in his skull. (I'm not an expert of SM64 so I could be completely wrong.) --Inkstar (talk) 12:14, 26 March 2021 (UTC)
You make a compelling argument. Though, I still think it should remain on the page because of how obscured it is and how unknown it is to most players. --💗Daisy💗 (Talk) - Remember, you are loved!! 15:47, 26 March 2021 (UTC)