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Super Mario 64 (Nintendo 64)

From The Cutting Room Floor
Revision as of 13:38, 15 May 2015 by Moshbert (talk | contribs) (Created page with "===Wassermine=== Gefunden im Set für Wasserobjekte, allerdings nie im Spiel benutzt, ist ein Objekt, das den Bomben in den Bowser-Levels sehr ähnlich ist, nur ein wenig klei...")
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Title Screen

Super Mario 64 (Nintendo 64)/de

Developer: Nintendo
Publisher: Nintendo
Platform: Nintendo 64
Released in JP: June 23, 1996
Released in US: September 26, 1996
Released in EU: March 1, 1997
Released in AU: March 1, 1997


EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


Super Mario 64 war einer von drei (in den USA: zwei) Launchtiteln für den Nintendo 64. In diesem Abenteuer hüpft und rennt der allseits beliebte Klempner erstmals durch eine dreidimensionale Welt und ergattert Power-Sterne, mit deren Hilfe er (Achtung, Spoiler!) Bowsers Pläne vereiteln und die Prinzessin aus dessen Fängen befreien kann.

Unterseiten

SM64Debug2.png
Debugging-Inhalte
Fundstücke zum Thema Debugging.
SM64-OriginalJollyRogerBayPainting.png
Versionsunterschiede
Das ursprüngliche Gemälde der "Piratenbucht Panik" war internationalen Spielern vorenthalten (zumindest bis das Nintendo DS-Remake erschien).

Unbenutzte Feinde und Hindernisse

Blargg

Blargg
Hmmm...
To do:
Get a clean rip of the Blargg model alone, along with its animation.

Ein augen- und texturloses Modell für Blargg, ein Feind aus Super Mario World, existiert im Spiel. Es hat zudem eine Animation, das Blargg beim Sprung aus der Lava zeigt, allerdings scheint keine Funktionalität mehr übrig zu sein.

(Source: VL-Tone and others)

Wassermine

Gefunden im Set für Wasserobjekte, allerdings nie im Spiel benutzt, ist ein Objekt, das den Bomben in den Bowser-Levels sehr ähnlich ist, nur ein wenig kleiner.

Small Chilly Bully

SM64-UnusedSmallChillBully.png

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

Hmmm...
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

SM64-YoshiEgg.gif

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.

(Source: Yoshiman and others)

Trampoline

SM64-EarlyTrampoline.png

Some sort of trampoline. It has no model in-game, and its behavior was never created.

(Source: VL-Tone)

Small Green & Red Koopa Shells

Small 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.

(Source: VL-Tone)

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

Boo Key
For unlocking doors in the Haunt?

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.


(Source: Many people, including Yoshiman, for the HUD discovery.)

Ungebrauchten Texturen

Kaktus

Das ist TCRFs „Stub“ Symbol!

Eine Textur, die wie einen kleinen runden Kaktus aussieht, existiert in Wobiwaba Wüstes MIO0 Speicherbank.

Cracked Ice

SM64-CrackedIce.png

A texture depicting cracked ice. Possibly a leftover from one of the ice worlds.

Metal Wing Cap Mario

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

SM64-UnusedTexture-Eye1.png SM64-UnusedTexture-Eye2.png SM64-UnusedTexture-Eye3.png SM64-UnusedTexture-Eye4.png

Einige alten Texturen für Marios Augen.

Ausprüfen Alphabet/Zeichen

Diesen Graphiken existieren nur in der japanischen NTSC Version.

SM64-UnusedTexture-Debug J.png SM64-UnusedTexture-Debug Q.png SM64-UnusedTexture-Debug V.png SM64-UnusedTexture-Debug X.png SM64-UnusedTexture-Debug Z.png SM64-UnusedTexture-Debug %.png SM64-UnusedTexture-Debug &.png SM64-UnusedTexture-Debug !.png SM64-UnusedTexture-Debug !!.png SM64-UnusedTexture-Debug ?.png SM64-UnusedTexture-Debug KEY.png

V und Z sind auch in der PAL Version.

Anderen Texturen

SM64-UnusedTexture-1.png SM64-UnusedTexture-2.png SM64-UnusedTexture-3.png SM64-UnusedTexture-4.png SM64-UnusedTexture-5.png SM64-UnusedTexture-6.png

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

Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.
Specifically: How are these activated and how do they interact with Mario?

Flowers

SM64-FlowerAni.gif

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.

(Source: Messiaen)

Ungebrauchte Text

Hmmm...
To do:
Sub-sectionisation of this section. Comparison with used text, the level select, and Super Mario 64 DS text.
Japan USA Frankreich Übersetzung
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!
Hé...hé...hé...
Ciao bello Mario!
Moi j'traverse les murs!
Tu peux le faire, toi?
Hin...hin...hin...
Eh heh heh...
Jetzt, bist du meine, heh heh!
Ich werde diese Wand durchlaufen.
Kannst du das machen?
Heh, heh, heh!


This comes right after the greeting spoken when you enter Big Boo's Haunt for the first time. A short Boo laugh plays when the text box appears. 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. Obwohl das in Französisch übersetzt war, war es nie in Deutsch übersetzt.

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.

(Discovery of unused value: Mattrizzle)

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!
The second water and snow room is open!
The big star door is open!
The door to Bowser is open!
The door to the third floor 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?
1: Mountain
2: Fire bubble
3: Snow slider
4: Water land
Bowser number 1
Back

PAUSE
Continue?

Quit?
(Source: einstein95 (Text), Joe (Translations))

Painting Warp Oddity

SM64Paintings3warps.png

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.

(Source: Celux, DarkSpacer1)

Game Functions + Text

See the Notes page for function text strings left in the production ROM.

Unerreichbare Münze

In the game there are two coins which can be seen, but cannot be collected without using glitches.

Sm64-ImpossibleCoin1.png

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.

Sm64-ImpossibleCoin2.png

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.


(Source: pannenkoek2012)