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Super Mario 64 (Nintendo 64)
| Super Mario 64 (Nintendo 64)/de |
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Developer:
Nintendo
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Super Mario 64 was one of three (two in the US) launch titles for the Nintendo 64. Introducing the third dimension to the Mario universe, our favorite plumber goes around and collects Power Stars to whack Bowser and save his all-time favorite Princess.
Contents
Sub-Pages
| Debugging Material Debugging-related paraphernalia. |
| Version Differences Jolly Roger Bay's original painting was too awesome for international players (until the DS remake came along, anyway). |
Ungebrauchten Feinde und Hindernisse
Blargg
| To do: Get a clean rip of the Blargg model alone, along with its animation. |
Ein augenloses, texturloses Modell für Blargg, ein Feind aus Super Mario World, existiert im Spiel. Es hat eine Animation für Springen aus der Lava, aber keine Funktionalität bleibt.
Water Mine
Found in the water object set, but never used in the game, is an object very similar to the bombs that appear in the Bowser levels, but a bit smaller.
Small Chilly Bully
A smaller version of the Chilly Bully. There are large and small normal Bullies in Lethal Lava Land, but the only Chilly Bully in the game is a large-sized one in Snowman's Land.
Unused Objects / Items
| To do: Upload pictures of the Transparent Yellow Box, its switch and the Early Solid Red Box (also, document more about it if possible). |
Yoshi Egg
The Yoshi egg has a model, textures, and a bouncing animation. It's likely that Yoshi was planned to have a larger role in the game than he actually does.
Trampoline
Some sort of trampoline. It has no model in-game, and its behavior was never created.
Small Green & Red Koopa Shells
A pair of small Koopa shells, these have been found as only data, though they can be made to appear in-game via hacking. They are about the same size as Spiny shells, and have unusual blue bottoms. The shells can be found using GameShark codes. The shells have no use when using the codes.
Yellow Switch & Transparent Yellow Box
The yellow switch and the yellow box are quite similar to their red, blue, and green-colored brethren. This suggests there was another type of box (not necessarily the one in the final game) that needed to be activated with a switch. The yellow switch is always in its pressed state when spawned.
Early Solid Red Box
An early solid red box can only be found in the Wing Cap area, and probably served as a test for item boxes. The color changes depending on the angle viewed from.
Boo Key
The Boo Key was likely intended to be collected from a Big Boo upon defeat, as is shown in an early screenshot (right). The Japanese version actually has a key symbol for use in the HUD; this was replaced with a "Ü" in the European version, and removed completely in the US version.
Ungebrauchten Texturen
===Kaktus===
Eine Textur, die wie einen kleinen runden Kaktus aussieht, existiert in Wobiwaba Wüstes MIO0 Speicherbank.
Cracked Ice
A texture depicting cracked ice. Possibly a leftover from one of the ice worlds.
Metal Wing Cap Mario
Via hacking, it is possible to give Mario both the Wing and Metal Caps at the same time, causing the wings on his cap to use this texture. There are no levels in the final game that allow you to wear both caps simultaneously.
Alten Auge Texturen
Einige alten Texturen für Marios Augen.
Ausprüfen Alphabet/Zeichen
Diesen Graphiken existieren nur in der japanischen NTSC Version.
V und Z sind auch in der PAL Version.
Anderen Texturen
What may have been intended to be the face of Lakitu's cloud (it goes without one in the final version), a rocky texture, a chain, an early blue version of Bowser's eye (seen in some early footage), what appear to be stairs, and a shaded circle.
Weather/Environmental Effects
| Please elaborate. Having more detail is always a good thing. Specifically: How are these activated and how do they interact with Mario? |
Flowers
This environmental effect causes flowers to appear. Oddly, this unused flower was found in the graphics of Lethal Lava Land.
Blizzard
This effect creates a blizzard. It is still under investigation, but was likely meant for use in the snow-based levels.
Unused Text
| To do: Sub-sectionisation of this section. Comparison with used, level select text and super mario 64 ds used/unused text |
| Japanese | US |
|---|---|
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! |
This comes right after the greeting spoken when you enter Big Boo's Haunt for the first time. This dialogue probably would have been spoken by a Boo (perhaps the Big Boo) in Big Boo's Haunt. However, the lack of a scripted event where you have to follow one through a wall means this is unused.
To see the text in-game, enter the following GameShark code in the US version:
80331480 0000 81331484 0063
The first line makes the text appear in white on a translucent black background, while the second line sets the dialogue value.
Present in the Japanese version is unused text that is otherwise blanked out in the localized versions.
| Japanese | Translation | Location |
|---|---|---|
100まいコインの スター マウンテンのへやが ひらく! みずとゆき2つのへやが ひらく! おおきなほしの ドアがひらく! クッパへの とびらがひらく! 3がいへの とびらがひらく! |
100-Coin Star The room inside the mountain is open! |
After the rest of the "Acts" |
おいしいケーキ |
Delicious cake | In between "THE SECRET AQUARIUM" and "CASTLE SECRET STARS" |
Before all of the text entries, even in the localized versions, is some interesting text:
| Japanese | Translated |
|---|---|
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? |
Painting Warp Oddity
The paintings inside the castle are actually split into three sections, left, middle, and right. These sections can be independently set to any warp destination in the game. In the released game, the three warp destinations are set the same, so this feature goes unused.
Early Object Layouts
Cool Cool Mountain Slide
This slide was originally going to be a second part to Cool Cool Mountain, but was changed to a slide. There are several objects to confirm this:
- a butterfly
- an open cannon
- several coins
- a jumping fireball, unless the original behavior was overwritten.
- a smashable ice square, model 0x37 in Snow Man's Land, behavior 0x1DA4 removed
- spindrifts
- original 2D animated stars, like in the pre-release videos. Behavior 0x2A10 is billboarded and 0x2A20 includes a texture animation rate command, suggesting these used to make up the star behavior. This also happens to be near the early checkerboard platform behavior.
- A penguin whose behavior was unset or replaced with the static behavior
- A static 3D object, like many others in SM64. It even uses the correct parameters, so the only mystery behind this object is what model 0x13 was.
- a 3-star castle door.
Jolly Roger Bay
There is a third copy of the ship placed above the other two. It looks different, and uses an earlier behavior.
Dire Dire Docks
The Bowser door near the submarine has a shadow behind it that should have remained visible after the door opens, but it does not.
Game Functions + Text
See the Notes page for function text strings left in the production ROM.
Unreachable Coins
In the game there are two coins which can be seen, but cannot be collected without using glitches.
The first one is located in Snowman's Land. It is a solitary coin stuck inside the snowman at the wooden path at the side where you would climb it up. It may have been forgotten about by the developers during a level redesign, or simply ended up there as a mistake.
The second example is in Tiny-Huge Island, while the island is tiny. This one is very clearly a mistake, as the coin slope is flatter than the actual slope, causing it to submerge into the terrain. Normally, only the first coin (counting from the bottom) is visible. The second one cannot be seen, but is still collectible because its collision box peeks very slightly outside. The third coin, however, is unobtainable by normal means.
Impossible Goomba
After the yellow back-and-forth blocks in Bowser in the Sky, two Goombas can be seen. These Goombas belong to the same "object", a "Goomba trio" object. Goombas spawned from this object appear in a triangle layout, and the position of the third Goomba in this triangle is just outside of the platform. This causes the third Goomba to spawn in the bottom of the stage, and instantly despawn, as it's too far away from Mario. It's also impossible to reach, seeing as these Goombas only "exist" when Mario is both within the spawner object's radius and the Goomba's radius.
- Games developed by Nintendo
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