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超级马里奥64(任天堂64)

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标题画面

超级马里奥64

开发者: 任天堂
发行者: 任天堂
平台: 任天堂64神游游戏机
日本发布日: 1996年6月23日
美国发布日: 1996年9月26日
欧洲发布日: 1997年3月1日
澳洲发布日: 1997年3月1日
中国发布日: 2003年11月17日 (神游游戏机)


EnemyIcon.png 这个游戏有未使用的游戏敌人。
GraphicsIcon.png 这个游戏有未使用的图片图像。
ItemsIcon.png 这个游戏有未使用的游戏道具。
TextIcon.png 这个游戏有未使用的游戏文本。
DebugIcon.png 这个游戏有游戏程序调试功能。
LevelSelectIcon.png 这个游戏有被隐藏的关卡选择。
RegionIcon.png 这个游戏有区域版本间的差异。


超级马里奥64是一款广受好评的模拟水管工的3D主机游戏,是任天堂64的三个同步发行游戏之一。在本作中,马里奥的冒险剧情扩展到了3D的宇宙之中,蘑菇王国的面貌也焕然一新。

调试数据

SM64Debug2.png
调试数据
一些遗留在游戏中用于监测、调试游戏的数据。

早期的物品布局

小心,你失去了一只眼。
本页面需要更多的图片。
这里有许多许多的文字,但图片数量却不够。 请协助解决该问题
一个仙人掌在说"啥?"
这个页面需要更多详细的描述。
在这里展现更多细节根本就不是一件坏事。

雪山关(第4世界)

有证据表明,雪山关的企鹅滑道部分本来不是设计成滑道,而是要设计成这个关卡的第二部分的。这里仍然有一些遗留的物品,可以证明这一点:

  • 一个蝴蝶
  • 一个开着的炮台
  • 几个金币
  • 一个跳动的火球(后来它的动作被覆盖了)
  • 一个可打碎的正方体冰块,在雪人关(第10世界)中的模型为0x37,关于它的动作0x1DA4被删除了。
  • 飘动的雪
  • 原始的动画为2D的星星,就像预发布版本视频中的那个一样。关于它的动作0x2A10未被删去,0x2A20中有一个关于动画速度的命令,表明这里曾用来制作星星的有关动作。这正好也与早期方格平台的动作类似。
  • 一个企鹅,动作没有设置或者被一个静止的动作代替了
  • 一个静止的三维物品,就像游戏中的其他物品一样。甚至还使用了纠错的相关参数。这个物品背后唯一的谜团就是它的模型0x13是什么。
  • 一个需要三颗星进入的城堡门。

港口关(第9世界)

在潜艇附近的库巴画像门后面,有一个影子。这个影子本来在门开之后还能看到,但是开了门之后就看不到了。

海湾关(第3世界)

在本关的两个大船上面,实际上还放有一个船的复制品。这个复制品外观有一些不同,动作也是更早期的。

(来源: Celux, DarkSpacer1)

奇特的东西

神秘板栗仔

在天空库巴关中,经过关卡某处黄色的伸缩块后,有两个板栗仔。实际上这里的板栗仔是因为马里奥接近了一个隐形的“生成器”后出现的,这个生成器能够产生三个呈正三角形排布的板栗仔。然而,在这里似乎并没有第三个板栗仔。这是因为这个生成器的位置问题导致了第三个板栗仔的初始位置在平台的外部,使这个板栗仔在平台上没有落脚点,进而默认产生在了关卡的最底部,因离马里奥太远(超过某个值,下称有效半径),1帧之后就被程序判定立刻就隐形了。

同时,这个被孤立出去的板栗仔是无法碰到的。这是因为,当马里奥远离生成器一定距离(同样存在有效半径)时,被这个生成器控制的三个板栗仔都会隐形。这个板栗仔被生成器控制,且产生位置(关卡底部)距离生成器太远,当马里奥试图靠近这个板栗仔时,他会在生成器的有效半径外,这个板栗仔还是会隐形,而当马里奥在生成器的有效半径内时,他又会在这个板栗仔本身的有效半径之外。也就是说,没有一个位置是既能在该板栗仔的有效半径,又能在该生成器的有效半径内的。这个板栗仔除了只能保持1帧的显形状态(读取瞬间的程序延迟)外,其他情况下都会一直保持隐形不见的状态。

“拿不到”的金币

这个游戏有几个非常特别的金币可以看到,但是基本拿不到(部分可以通过特殊的技巧拿到)。可能这些金币是被设计者重新设计关卡时遗忘了。

Snowman's Land

Sm64-ImpossibleCoin1.png

One example of an unreachable coin is located in Snowman's Land. There's a single coin stuck inside the snowman at the wooden path, at the side where you'd climb it.

SM64-ImpossibleCoin2B.png

It can be collected by using a physics exploit, which requires the player to fire the cannon at a precise position on the corner of the nearby wall.

Tiny-Huge Island

SM64-ImpossibleCoin1B.png

Several other unreachable coins are part of a line that appears in the tiny version of Tiny-Huge Island. In normal gameplay, only the bottommost coin is visible. This is because the coins are positioned along a flatter trajectory than the angle of the actual terrain, causing the remaining coins to bisect the ground. While the second coin in the line cannot be seen, it is still collectible, because its collision box pokes slightly above the ground.

Sm64-ImpossibleCoin2.png

The third coin in the line is unobtainable by legitimate means. However, it can be collected by clipping inside the water-filled mountain at the top of the island, then using a frame-perfect physics exploit that requires jumping while exiting a body of water sideways.

There's also another line of coins on Tiny-Huge Island that has an coin in it. This one is actually impossible to collect, because, due to a failsafe mechanic, the coin unloads on the same frame that it's loaded. This is due to the properties of its spawner object. When a five-coin object spawner is loaded, it spawns five coins 300 units above it. It checks for ground starting from 78 units above the coins, then moves the coins to the nearest floor triangle below them. However, if the nearest ground within this range is above the coin's hitbox, the coin will immediately unload. Because this spawner in Tiny-Huge Island is loaded underground, the coins spawn in such a way that the fifth one (on the far left) triggers the failsafe.


(Source: pannenkoek2012)

Regional & Version Differences

SM64-OriginalJollyRogerBayPainting.png
Regional and Version Differences
Jolly Roger Bay's original painting was too awesome for international players (until the DS remake came along, anyway).

Unused Behaviors

Checked Platforms

The checkerboard-patterned platforms have a variable that causes them to remain stationary, even when Mario is on them.

Chest

An unused behaviour allows one to spawn a chest that doesn't emit numbers or shock Mario. It simply opens, from the front or the back, and releases a bubble.

Flames

  • Unused behaviour exists for a small flame that bounces in a straight line and can harm Mario on contact. It goes away if Bowser is near.
  • The flames positioned around the castle for light have an unused behaviour that would cause nine of them to spawn inside of each other and do nothing but move back and forth. While the castle flames are normally able to hurt Mario, these ones don't.

Paintings

SM64Paintings3warps.png

The paintings inside the castle are actually split into three vertical sections (similar to the three horizontal sections used to control the water level in Wet-Dry World), each of which can be independently set to any warp destination in the game. However, because the three sections are always set to the same destination in the final game, this functionality goes unused.

Red Coins

Red coins have unused behaviours that allow them to both stay in front of Mario and remain at a fixed distance away from him at all times, baiting the player to chase after them.

Skull Box

There is a skull box at the top of the ship in Jolly Roger Bay that slides back and forth. An unused behaviour causes it to float harmlessly in midair.

Unused Enemies

Blargg

SM64-Blargg.png

The game contains an unfinished model for Blargg, an enemy from Super Mario World. It is eyeless and untextured. It has a handful of animations associated with it that show it floating in lava and jumping out.

Use the code below to place it in Lethal Lava Land in (U) 1.0:

8133E9FC 8018
8133E9FE A15C
8133EA24 8014
8133EA26 9A10
8133EA14 4000
8133EA18 4000
8133EA1C 4000
8133EA88 C5A8
8133EA8C 421A
8133EA90 45B0
8033EB19 0020
8133EBE0 4406
8033EB6B 0002


(Source: VL-Tone, yoshielectron, and others)

Small Chill Bully

SM64-UnusedSmallChillBully.png

In the final game, normal Bullies come in both large and small sizes, as seen in Lethal Lava Land. However, the only Chill Bully in the game is the large found in Snowman's Land, leaving this diminutive version unused.

Water Mine

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

This unused mine is found with other water-related objects. It looks similar to the bombs seen in Bowser levels, albeit slightly smaller.

Unused Level Effects

Blizzard

A blizzard can be triggered in a level via the "Enviroment Effect" option in Messiaen and Skelux's program, OBJ Importer. It interacts with Mario in the same way as normal snowflakes do.


(Source: Messiaen)

Flowers

SM64-FlowerAni.gif

Like the blizzard, these happy, bouncing flowers can be spawned in a level via the "Enviroment Effect" option in Messiaen and Skelux's program, OBJ Importer. While their spawn point radius is dependent on Mario's position, they otherwise don't interact with him in any way. They attach themselves to a level's solid, horizontal surfaces. Oddly, their graphic is found among the resources for Lethal Lava Land.

Unused Objects

Boo Key

Mario64 Scan BooKey.png

This Boo Key was shown in early footage, where it was obtained by defeating a Big Boo. There is an still unused key symbol among the HUD textures in the Japanese version of the game: SM64-keyhud.png However, this was replaced with a Ü in the European version, and removed completely from the US version.


(Source: Yoshiman & Others)
Boo Key

Red Box

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

This solid red box can only be found in the Wing Cap area. It may have been used to test item boxes. Its color changes depending on the angle it's viewed from.

Small Koopa Shells

SM64RedShell.png

These red and green Koopa shells feature unusual blue bottoms. They can be loaded in-game via codes or hacking, but they're completely non-functional.


(Source: VL-Tone)

Trampoline

SM64-EarlyTrampoline.png

Textures and coded behaviour are all that's left of this unused trampoline. It lacks a model, so the image on the right is merely a recreation of what would have looked like. While the developers coded some behaviour for it, the code doesn't work properly, and thus does not affect Mario.


(Source: VL-Tone, Kaze Emanuar)

Yellow Box & Switch

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

While red, blue, and green boxes and switches used in the final game, these yellow versions go unused. When spawned, the yellow switch is always in its "pressed" state.

Yoshi Egg

SM64-YoshiEgg.gif

This unused Yoshi egg features a bouncing animation. It may be related to the cut Yoshi event that game director Shigeru Miyamoto refers to in an interview featured in Japan's official Super Mario 64 strategy guide:

"There was originally an event with Yoshi. We weren’t satisfied with how it came out, though, so we removed it. But since it would be a waste not to use the model we had made, we included him there at the end."


(Source: Discovery - Yoshiman & Others, shmuplations - Interview Translation)

Unused Textures

Cactus

Now you know where this wiki's Stub icon comes from!

This texture resembles the small, round cactus found in the Shifting Sand Land/Bob-omb MIO0 bank.

Cracked Ice

SM64-CrackedIce.png

This texture depicts cracked ice.

Debug Textures

These textures only exist in the Japanese NTSC version of the game. They were deleted from the North American release. However, V and Z were re-added to the PAL 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

Early Bowser Eyes

SM64-UnusedTexture-4.png

This early texture for Bowser's eyes is blue, rather than red. Blue-eyed Bowser can be seen in prerelease footage.

Early Mario Eyes

The game contains some unused textures for Mario's eyes.

SM64-UnusedTexture-Eye1.pngSM64-UnusedTexture-Eye2.pngSM64-UnusedTexture-Eye3.pngSM64-UnusedTexture-Eye4.png

Metal Wing Cap

SM64-MetalWingCapMario.png

Via codes or hacking, it is possible to wear both the Metal and Wing caps at the same time, which causes the wings on Mario's cap to use this texture. Sadly, there are no levels in the final game that allow Mario to wear both caps simultaneously.

Unknown Textures

SM64-UnusedTexture-1.png

This friendly face may have once been used by Lakitu's cloud. (It's just plain white in the final version.)

SM64-UnusedTexture-2.png

A rocky texture.

SM64-UnusedTexture-3.png

A chain.

SM64-UnusedTexture-5.png

This texture appears to depict stairs.

SM64-UnusedTexture-6.png

A mysterious shaded circle.

Unused Text

Blanked-Out Text

A number of messages present in the Japanese version were blanked out for the overseas releases, preventing them from being translated.

These lines are found after the rest of the Star names:

Japanese Translation
100まいコインの スター 100-Coin Star
マウンテンのへやが ひらく! The mountain room opens!
みずとゆき2つのへやが ひらく! The water and snow rooms open!
おおきなほしの ドアがひらく! The Big Star Door opens!
クッパへの とびらがひらく! The door to Bowser is open!
3がいへの とびらがひらく! The door to the third floor is open!

This little message is found between the lines "THE SECRET AQUARIUM" and "CASTLE SECRET STARS":

Japanese Translation
おいしいケーキ Delicious Cake

Boo's Taunt

This message comes after the greeting that appears when Mario enters Big Boo's Haunt for the first time. When the unused message is activated, a short Boo laugh plays as the text box appears. While it was translated in the English and French versions of the game, it was, strangely, never translated for the German release.

Japanese Script Translation English Script French Script
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...
 I'm gonna haunt you.
    Hee hee hee!
And I'm gonna go through the wall.
Can you do that?
     Heh, heh, heh!
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...

To view the text in-game, enter the following GameShark code in the US version:

80331480 0000
81331484 0063

The first line makes the text appear white over a translucent black background, and the second line sets the message ID.


(Source: Mattrizzle - Discovery of Unused Value)

Early Level Select

Located at the beginning of the game's text, in both the Japanese and localized versions of the game, is text for an early level select that was used by the playable demo of the game featured at Shoshinkai '95. It is not the same as the functional Level Select that remains in the final game.

Japanese Translation
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
S.S. Bowser 1
Back

PAUSE
Continue?
Quit?

The levels accessible from this menu were:

  • Mountain - Whomp's Fortress
  • Fire Bubble - Lethal Lava Land
  • Snow Slide - Cool, Cool Mountain
  • Water Land - Dire, Dire Docks
  • S.S. Bowser 1 - Bowser in the Dark World


(Source: einstein95 - Discovery, Joe & GlitterBerri - Translation)