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Super Mario 64 (Nintendo 64)/Różnice Regionalne i Wersjowe
This is a sub-page of Super Mario 64 (Nintendo 64)/Regional and Version Differences.
Contents
Generalne Różnice
Ekran Tytułowy
| Japonia/Ameryka Północna | Europa | Shindou | iQue |
|---|---|---|---|
|
|
|
|
- The SUPER MARIO 64 logo was squashed a bit in the European version and it was completely changed in iQue.
- The "TM" texture has 3 different colors and a different font in Europe, Shindou and iQue (JP/US white, PAL orange, Shindou/iQue blue)
- The copyright info was also updated to reflect the European and Shindou releases, and iQue, in addition, that iQue has an extra copyright year (2003, the year that the iQue was released).
Mario's Head
| US/JP | EU | Shindou | iQue |
|---|---|---|---|
|
|
|
- The intro screen says PRESS START in the US and Japanese versions, but just START in the European version. The Shindou version has a unique graphic on the bottom right of the screen. The background was changed in the iQue version, just to let you know what version you're playing.
Game Over
| International | iQue |
|---|---|
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- Speaking of background change above, this one from the "Game Over" screen was also changed in the iQue version.
File Select
| US | EU |
|---|---|
|
|
- In the European version, the options menu has three different languages, but the American and Japanese versions don't have a language selection, with the options menu containing only sound options and the language being locked into English or Japanese, respectively. Because of this, the European version has the "Sound" button changed to "Options".
| JP | US/EU | iQue |
|---|---|---|
|
|
|
- In the US/EU version, a Mario's head icon replaces the word "Mario" (マリオ) on the left of letter of which save file high scores belong to.
- The iQue version uses two pages to display score info due to the larger Chinese characters, thus you change between them with L and R, making this the only version of Super Mario 64 to give a function to the L button.
Hud Textures
| Japonia | Europa |
|---|---|
- Nieużyta ikonka interfejsu, która jest kluczem, została usunięta z wersji międzynarodowych. Pojawia się jako kupa spikselowanych śmieci w wersji amerykańskiej, oraz jako srebno-niebieskie Ü (niemieckie U-umlaut) w wersji europejskiej.
| Ä (ae) | Ö (oe) | Ü (ue) |
|---|---|---|
- W europejskiej wersji zostały dodane "niemieckie Umlauty", czyli litery Ä, Ö i Ü. Jednakże, Ü nie jest nigdzie użyte w grze.
- Litery V i Z zostały spowrotem dodane do europejskiej wersji Super Mario 64.
Peach's Letter
| Japan | English Localization |
|---|---|
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| Japan | Translation | English Localization |
|---|---|---|
おしろへ あそびに
きてください。
ケーキ を つくって
まってます。
ーピーチよりー
|
Please come over to the castle.
I made a cake,
and I'm waiting for you.
-From Peach
|
Dear Mario:
Please come to the
castle. I've baked
a cake for you.
Yours truly--
Princess Toadstool
Peach
|
- In Peach's letter to Mario, the English version adds a personal greeting to the beginning and a "Peach" signature in pink ink to the end.
Others
- W japońskiej wersji brakuje dema, kiedy to Mario walczy z Bowserem. Wszystkie inne growe dema są na miejscu.
- Żeby porozmawiać do postaci nie sterowanych przez gracza (NPC), należy kliknąć przycisk B w wersji japońskiej. Wydania za obiema oceanami można klikać i A, i B, do woli.
- The American version has code to detect a PAL TV and change its output accordingly, which is odd given there is a separate European version for PAL regions. The Japanese version doesn't have this code.
- In the Japanese version, coins could land on the void and stay there. Later versions despawn any coins that land on the void.
- In the Japanese version, MIPS has the same speed both times he spawns in the basement. In all other versions, MIPS is slightly slower the first time he spawns (at 15 stars). MIPS also has significantly less gravity in the Japanese version.
Voice Acting
Mario
Mario doesn't say a few lines in the Japanese version:
- "Hello!" when his disembodied head greets you.
- "Okey-dokey!" when you choose a save file.
- "Let's-a go!" when you choose a star.
- "Game over!" when you run out of lives.
- "Press START to play!" when you are watching the demo.
- "D'oh!" when you long jump or dive into a wall. He instead says "Uhn!" like when Mario hits a wall any other way.
- "Boing!" when you jump off a Spindrift.
- "Wha-ha!" or "Yipee!" when you Triple Jump. He instead only says "Yahoo!" which can also randomly happen in the international versions.
- "Ha ha!" when leaping out of the pipe in the intro. He still says it after a backflip.
- Mario doesn't say "Mamma mia!" when falling out of a non-painting course after he loses a life in the Japanese version. He does in the international versions.
- "So long, eh Bowser!" when you throw Bowser far away (since his name is "King Koopa" in Japan). He instead still says "Here we go!" like when you're throwing him a short distance away.
- His "I'm-a tired!" and dreams about pasta while idling are missing.
Peach
Księżniczka Peach nie ma żadnych głosów w oryginale ani na początku, ani na końcu gry. To zostało dodane do wszystkich innych wersji.
Zmiany w Poziomach
Jolly Roger Bay
| Japonia | Ameryka |
|---|---|
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Japońska wersja malowidła Jolly Roger Bay to tak właściwie woda z jakimiś bąbelkami w nim. Była też dość unikatowa, gdyż nie miała złotej obramówki (w przeciwieństwie do wszystkich innych malowideł w grze, oprócz Wet-Dry World). W wersji za oceanem owy obraz został zmieniony i dostał złotą obramówkę. Z jakiegoś powodu wszystkie wersje Super Mario 64 DS dostało obraz wersji japońskiej.
| Japonia/Shindou | Ameryka |
|---|---|
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W samym poziomie, gwiazdka na podstawie z kamieni jest już wyciągnięta w wersji japońskiej, ale jest w klocku z wykrzyknikiem w wersji amerykańskiej. Prawdopodobnie zrobili to dlatego, żeby pozycja gwiazdki nie była zbyt oczywista. Tak samo jak z malowidłem, powrócono do pomysłu japońskiego w wersji na DSa.
Cool Cool Mountain
| Japonia | Ameryka |
|---|---|
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Kiedy weźmiesz dzieciaka pingwina do jej matki, Gwiazda wyskoczy tuż nad matką w wersji japońskiej. Prawdopodobnie trochę ciężko było z jej zebraniem, więc została ona przesunięta tuż obok stawiku w wersji za oceanem.
Big Boo's Haunt
When Mario stops touching the tilting platform on the second floor of Big Boo's Haunt, the platform immediately starts to return to its original position in the Japanese version. In the American version, it continues to tilt in the direction Mario was standing for about half a second.
Rainbow Ride
| JP | US/EU/JP (Shindou) |
|---|---|
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In the original Japanese version, the pole located above one of the four rotating platforms has four small blue arrows around its top, similar to a rose compass. These arrows were removed in all other versions.
Glitche, Błędy
Parę błędów się pojawiło w japońskiej wersji, a które zostały naprawione w wydaniu za oceanem.
- Kiedy naciskasz na jeden z przełączników czapek w japońskiej wersji, cała reszta przestaje się ruszać, co się nie dzieje w wersji amerykańskiej. Zostało to zrobione by naprawić błąd wizualny, gdzie jeśli chwilę po wciśnięciu zdobędziesz gwiazdkę, ale zanim okno z wiadomością się pojawi, gwiazda nie zniknie po zebraniu.
- Jest możliwość zebrania większej ilości monet niż 999 (na przykład podczas łapania ich, wygenerowanych przez ogień Bowsera), przy czym licznik zostaje na 999. Błąd w wersji japońskiej polega na ustawieniu (bądź jej próbie) licznika żyć na 999. Jednak licznik żyć jest 8 bitowy i próba ustawienia kończy się na wyświetlaniu -25 żyć, bądź, jak to jest w samej grze, M25 (M oznacza minus). Jest to możliwe z powodu niedopatrzenia podczas kopiowania w kodzie źródłowym:
if(lives > 100) lives = 100;
if(coins > 999) lives = 999; //ups!
- W japońskiej wersji, kiedy Bowser jest pokonany i znika, zostawiając klucz, dobiegnij tam, gdzie ma wylądować i spójrz gdziekolwiek po wciśnięciu przycisku C-Up. Mario będzie tak patrzył podczas scenki zbioru klucza, któryż to wygląda niesamowicie śmiesznie.
- Co więcej, scenka zbierania klucza pokazuje 'gwiazdkę' zamist klucza; wczesne materiały (spójrz po prawo) pierwszej walki z Bowserem ukazują pojawienie się po jego pokonaniu gwiazdy, sugerując, że jest to relikt z bardzo dawnych wersji gry.
- W Bowser in the Sky oraz w piramidzie w Shifting Sand Land, jest możliwe wywołanie błędu który powoduje zatrzymanie się muzyki. Próba wyjścia z planszy spowoduje zatrzymanie gry.
- Jeśli wyjdziesz z poziomu kiedy stoisz na blocku spadającego mostu, Mario przejdzie przez pierwszą rzecz na której stanie.
The lines of code relevant to this glitch were included in game.c in the July 2020 source code leak. While the glitch has been fixed, the relevant lines have a comment that reads "JPBUG."
if (marioWorks->nlifes > 100) marioWorks->nlifes = 100; /* for sefty */ if (marioWorks->ncoins > 999) marioWorks->ncoins = 999; /* for sefty */ /* JPBUG */ if (playerMeter.coin > 999) playerMeter.coin = 999; /* for sefty */ /* JPBUG */
Presumably the glitch came from copy-pasting the logic from the first line into the second and forgetting to change one of the variables:
if (marioWorks->ncoins > 999) marioWorks->nlifes = 999; /* OOPS! */
- In the Japanese version, when Bowser is defeated and leaves behind the key, run to where the key will land and press C-Up and look somewhere. Mario will keep looking that way during the key collection cutscene.
- Further, the key collection cutscene shows a Star instead of a key; early footage (see right) of the first Bowser fight shows him leaving behind a Star upon defeat, suggesting that this is a very old leftover.
- In both Bowser in the Sky and Shifting Sand Land's pyramid, it is possible to trigger a bug that causes the music to stop. Attempting to leave the course will cause the game to freeze.
- If you exit a level while on a falling bridge block, upon returning to the castle, Mario will clip through the first thing he stands on.
- An exploit was fixed where the game freezes all surroundings except for Mario himself when a text box is queued up, but doesn't actually check whether Mario can receive the text box (is standing on solid ground), thus allowing to move around in a frozen world where no objects update (collected stars don't disappear, doors don't open, etc.) as long as you stay in mid-air. Notable applications included the cap switches, the boos in Big Boo's Haunt Star 1, and Ukiki in Tall Tall Mountain.
- If you take a warp while racing Koopa the Quick in Course 1 (Bob-omb Battlefield), the race music will change back to the regular course music.
- On the first star of Big Boo's Haunt, there is one Boo in the room with the Mr. I where you get the Star "Eye to Eye in the Secret Room". In the Japanese version this Boo counts towards the five boos required to spawn the Big Boo; if this Boo is killed last, the text box won't show up and the jingle won't play due to the Big Boo downstairs being despawned. The later versions added a check so only the five boos on the lower floors count.
- In the Japanese version, Bowser's collision doesn't despawn when he is defeated at the end of Bowser in the Sky, so Mario will still be able to collide with him as if he were there.
- In the Japanese version, King Bob-omb's velocity is not set to zero when he despawns, i. e. by warping away from the battle. As a result, if you start the battle, warp away using the warp right below him, warp back and then talk to him, he will move away while the text box is up.
- The Japanese version has a camera glitch. If Mario grabs a Wing Cap and triple jumps to take off but dives or ground pounds after the camera moves close but before he actually starts flying, the camera will stay behind Mario as if he were still in flight.
- When Piranha Plants are killed and then despawn during the death animation due to being too far away, the Japanese version will simply interrupt the death animation and patiently wait for the player to return to finish the death animation. Trying to do this in later versions will reset the Piranha Plants.
- Mario takes damage from bumping into a sleeping Piranha Plant in the Japanese version only. In later versions he will not take damage from this action.
- Dying from fall damage while falling into the trigger for the Lakitu cutscene at the very beginning of the game causes a softlock in the Japanese version.
Sound Effect Changes
| To do: Upload and compare these sounds (ripped not recorded because of US and Japanese console pitch differences). |
Japanese to US
- The Chain Chomp makes a totally different barking sound in the Japanese version.
- When collecting Red Coins, the Japanese version uses a different sound that doesn't increase in pitch with each successive coin. This also applies to secrets (for the stars that require finding five "secrets" on the course) and the water rings in Dire Dire Docks.
- Finding the secret shortcut on the slide of Cool Cool Mountain does not play a jingle in the Japanese version. The object that plays this jingle is missing entirely.
- Hitting a cap switch does not play a jingle in the Japanese version.
- The Big Boo in the merry-go-round of Big Boo's Haunt plays the sound effect normally used for opening the chests in Jolly Roger's Bay when he spawns, this was changed to the standard jingle in later versions.
- In all versions other than the Japanese version, coins stop playing a sound for every consecutive bounce after the 5th.
- The Japanese version is missing certain sound effects in the game's opening, specifically the "whoosh" when Lakitu is flying, the "click" when the camera goes into his point of view, and the "boing" when Mario jumps out of the pipe.
- The warping sound effect heard when exiting a course without getting a Star is absent in the Japanese version, and the star sound effect doesn't play when entering certain "mini-courses" like the Tower of the Wing Cap.
- An audio cue titled "Lakitu's Message" was added when Lakitu flies up to Mario to introduce himself and explain the camera controls. Thus, it isn't in the official soundtrack.
- Money Bags don't make a sound when they turn back into a coin in the Japanese version.
- The flying ship on Rainbow Ride is silent in the Japanese version.
- The buzz when trying to zoom out the camera while the camera is already zoomed out is missing in the Japanese version.
US to European
- In the intro, when Mario jumps out of the pipe and the pipe goes back into the ground, a variation of the classic Mario "pipe sound" is heard in the US version. This sound has been made a lot quieter in the European version, almost down to where you can't hear it.
- Bowser's doors have completely different sounds for opening and closing in the US version. In the European version, they sound pretty much the same.
- The yellow coin collecting sound is slightly slowed down in the European version.
- When letting go of Mario's face when playing around with it, the European version's sound is in a lower pitch.
Shindou Pak Taiou Version
A Japanese re-release that could be primarily considered an "International Edition", as it includes nearly all the changes to the international version.
It fixes the "backwards long jump" glitch, adds Rumble Pak support, and makes Mario face the screen after grabbing a tree.
The only other difference was Mario's taunt when swinging Bowser far away ("Buh-bye!", rather than "So long, eh Bowser!", or just "Here we go!" in the original Japanese release), as Bowser is normally called Koopa in Japan. The "Buh-bye!" clip is slowed down compared to the sound clip in the DS version and the first and second jump sounds are higher in pitch from their international counterparts.
Pierwszy Skok
Drugi Skok
"Buh-bye!"
The "Buh-bye!" clip was sped up and reused for Sleep Mode in Super Mario 64 DS and New Super Mario Bros., and once again when throwing Bowser far away in the former game.
New Feature
A neat Easter egg was added to the "Press Start" screen: pressing Z makes the background get filled out with images of Mario's face. This is taken from the frame buffer, so the faces move alongside the modeled Mario face. This is still present in the iQue Player version.
Text Differences
The Shindou version insists you can use A as an alternative to B for interacting with things. Non-Japanese scripts are based on the original Japanese version. The localized English version is also present to complete the comparison.
| Japan | Translation | English Localization | Shindou Pak Taiou Version | Translation |
|---|---|---|---|---|
おおっと、ここはキケンな
せんじょうの どまんなか。
『え』のなかのせかいには
クッパが ぬすんだ
パワースターがある。
まずは、あかいボムへいに
はなしかけてみるといい!
Bボタンではなしができる。
きっと、ちからになって
くれるはずだ。
カンバンを よむときも
たちどまって Bボタン!
AかBボタンですすめる!
まえにたつだけで はなし
かける、どうぶつもいます。
|
Uh-oh, looks like you've landed smack dab
in the middle of a dangerous battlefield.
The worlds inside the paintings
contain the Power Stars that
were stolen by Koopa.
First off, try talking with
the red Bomb Trooper!
Strike up a conversation with B.
They're sure to
help you out.
To read signs, stand in front
of them and press B.
Use A or B to scroll through text!
There are also creatures who will talk
to you if you stand in front of them.
|
Wow! You're smack in the
middle of the battlefield.
You'll find the Power
Stars that Bowser stole
inside the painting worlds.
First, talk to the
Bob-omb Buddy. (Press B
to talk.) He'll certainly
help you out, and so will
his comrades in other
areas.
To read signs, stop, face
them and press B. Press A
or B to scroll ahead. You
can talk to some other
characters by facing them
and pressing B.
|
おおっと、ここはキケンな
せんじょうの どまんなか。
『え』のなかのせかいには
クッパが ぬすんだ
パワースターがある。
まずは、あかいボムへいに
はなしかけてみるといい!
Bボタンではなしができる。
きっと、ちからになって
くれるはずだ。
カンバンは まえにたって
AかBボタンでよめます。
まえにたつだけで はなし
かけてくれる どうぶつも
います。
|
Uh-oh, looks like you've landed smack dab
in the middle of a dangerous battlefield.
The worlds inside the paintings
contain the Power Stars that
were stolen by Koopa.
First off, try talking with
the red Bomb Trooper!
Strike up a conversation with B.
They're sure to
help you out.
You can read signs by standing
in front of them and pressing A or B.
Use A or B to scroll through text!
There are also creatures who will talk
to you if you stand in front of them.
|
このように カンバンの
まえで Bボタンをおすと
よむことができます。
ノコノコや どうぶつたち
と はなすときは、まえに
たちどまってください。
このコースにあるクッパに
ぬすまれたパワースターを
とりかえしてください。
|
You can read a sign by
standing in front of it like this
and pressing the B button.
To talk to Nokonokos and
other creatures, stand in front
of them. Please recover
the Power Stars stolen
by Koopa that are hidden
in this course.
|
To read a sign, stand in
front of it and press B,
like you did just now.
When you want to talk to
a Koopa Troopa or other
animal, stand right in
front of it.
Please recover the Stars
that are stolen by
Bowser in this course.
|
このように カンバンの
まえでAかBボタンをおし
よむことができます。
ノコノコや どうぶつたち
と はなすときは、まえに
たちどまってください。
このコースにあるクッパに
ぬすまれたパワースターを
とりかえしてください。
|
You can read a sign by
standing in front of it like this
and pressing the A or B button.
To talk to Nokonoko and
other creatures, stand in front
of them. Please recover
the Power Stars stolen
by Koopa that are hidden
in this course.
|
『ピーチの おしろ』
すぐそこ
Aボタン『ジャンプ』
Zボタン『しゃがむ』
Bボタン『カンバンよむ』
『パンチ』
『ものをもつ』
もういちどおす『なげる』
|
Peach's Castle
Dead Ahead
A Button - Jump
Z Button - Crouch
B Button - Read Signs
- Punch
- Grab
- Press Twice to Throw
|
Princess Toadstool's
castle is just ahead.
Press A to jump, Z to
crouch, and B to punch,
read a sign, or grab
something.
Press B again to throw
something you're holding.
|
『ピーチの おしろ』
すぐそこ
Aボタン『ジャンプ』
『カンバンよむ』
Zボタン『しゃがむ』
Bボタン『パンチ』
『カンバンよむ』
『ものをもつ』
もういちどおすと
『なげる』
|
Peach's Castle
Dead Ahead
A Button - Jump
- Read Signs
Z Button - Crouch
B Button - Punch
- Read Signs
- Grab
- Press Twice
to Throw
|
Virtual Console version
The Wii Virtual Console version of Super Mario 64 contains a floating-point rounding error as a result of an emulation inaccuracy. This results in the platforms in Bowser in the Fire Sea slowly moving up with every cycle, allowing the level to be beaten with zero A presses and a lot of patience (72 hours as of currently).
This bug was fixed with all later Nintendo 64 games released via Virtual Console, as well as the Wii U VC version of Super Mario 64.
Super Mario 3D All-Stars
| To do: Add some screenshots/ripped textures for comparison? |
The version included in Super Mario 3D All-Stars is based on the Shindou Pak Taiou version, with some textures being redrawn in a higher resolution (most notably the HUD and Mario's textures). Certain textures that were based on pre-existing artwork, like the Bowser puzzle, use higher resolution prints of said artwork, and most other textures, like the Hazy Maze Cave map, were upscaled using AI. The new textures are patched in on the fly as the game runs. For languages other than English, the text is translated accordingly.

























