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User:Catstorm/Sandbox

From The Cutting Room Floor
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Super Mario 64 description goes here.

images to add from this video:

  • bowsers coins
  • the newer power meter
  • a large view of bowser's sub
  • cracked walls in bowser room

demo text translation

extant text to find in screenshots:

  • "snow slider" intro text
  • clearer image of lethal lava land text

intro to game from this screenshot:

Japanese Text English Translation
ようこそ
マリオワンダーランドへ
ぼうけんするのひとは
めのまえのおしろへどうぞ
Welcome!
People who wish to
adventure in Mario Wonderland,
please go to the castle before you.

entering the castle:

このおしろは でんじ__
きんようです。
いろいろ___いと
つ_ずっているので
________で
ぼうけんて ください

entering lethal lava land:

あ__いくす____うに
いく______じゅう
じ__う_くつ_って
しんちょうにはやく


Development Timeline

  • 1995
    • November - The Nintendo 64 (then known as the Ultra 64) is patented and later unveiled at the first-ever Shoshinkai show, along with two prototypes, one of which was Super Mario 64.
    • December - Initial anticipated date.
  • 1996
    • April - Second anticipated release date.
    • May 16th - A playable prototype is present at E3 1996.
    • Jun, 23nd - Super Mario 64 is released in Japan.

Conception

Hmmm...
To do:

Info to Include:

Shigeru Miyamoto originally ideated Mario 64 from seeing the capabilities of the Super FX Chip. The chip was codenamed Super Mario FX.

November 22, 1995 Patent Build

SM64-patentcastle1.png
SM64-patentcastle2.png

{clear} A total of six images from Mario 64 are seen in the patent for the Ultra 64, showcasing the castle grounds. This is possibly the earliest build known to the public. The level map is mostly identical to the final, with changes mostly focused on the castle appearance.

  • A black compass design is above the doorway instead of Princess Peach's image. The upper-right quarter of the compass seems to be a lighter color.
  • A large, flat "cloud" separates the lower half of the castle from the tower.
  • The sprites for the trees are missing, but their shadows are in place.
  • The bridge is fairly simple, is made of the same bricks as the castle, and curves. It is connected to the main landscape by stone posts instead of guardrails.

Shoshinkai '95 Demo

Information about Super Mario 64 first leaked out in November 1995, and a playable version of the game was presented days later as part of the world premiere for the Nintendo 64 (then known as the "Ultra 64") at Nintendo Space World. At this point, the basic controls had been implemented and the game was reportedly 50% finished, featuring 32 courses, although about 2% of mapping was complete.

Being the first unveiling of Super Mario 64, it contains the earliest assets available to the general public. Visually, this version of the game has little in common with the retail release.

Players could control Mario freely in each stage and explore the castle, as well as use a stage select that used early names for levels.

HUD

Nov. '95
Mario64 Shoshinkai1.png
insert comparison image
Final
(final HUD)
Minimap A minimap is present in the upper-right corner, similar to the ones later seen in Ocarina of Time. It can be toggled on or off.
Lives Mario's head is a flat, stylized face in profile with a comically large nose.
Stars Like Mario's head, the Star counter is also represented by a flat sprite, located at the center-right of the screen.
Coins Located directly below the Star counter instead of beside it. This placement makes room for the minimap.
Font A very standard bubble font with the numbers being different colors. The Xs are small and yellow as opposed to silver in the final game.
Health Mario's health is displayed in a clock-like object. His remaining health is also shown in numerical form, similar to prerelease screenshots of Super Mario Sunshine and the final release of Super Mario Galaxy. At this point of development, Mario's health regenerates automatically if he is not underwater.
Camera There are no visible camera options in the HUD yet.

Levels

Castle Grounds

Mario64 ShoshinkaiBeta2.png
  • The bridge has changed since the patent screenshot, adding guards and removing the stone pillars from the beginning. It is still at a noticeable curve.
  • There is no longer a cloud above the castle.
  • The black compass is still present above the entrance.
  • The brick texture is noticeably simpler than it would be in later builds of the game.
  • No wooden fencing surrounds the moat.

Castle Interior

SM64-Beta19.png SM64-Cvg13.png SM64-Maximum2.png

  • The walls are dark blue, with two pillars to either side of the center door with a sun and moon on them.
  • A simple blue to orange color gradient decorates the bricks.
  • Doors to stages display white numbers (1-4) instead of red numbers over stars.
  • The room with the Bowser/Peach portrait has cracked stone walls.
  • Level placement is not final: the entrance to Lethal Lava Land is in the second door on the bottom-right, where Whomp's Fortress would be later on, and the second floor door leads to the first fight with Bowser.
  • There is no second floor in the main room, nor are there stairs leading to it; there are only 2 big slabs leading up to the center door, likely intended to be a jumping tutorial of sorts.


Fire Bubble (Lethal Lava Land)

SM64-LLLshoshinkai.png This map is nearly complete - several final features are present, such as Mr. I, the sliding puzzle, collapsing and tilting platforms, and the volcano exterior.

  • Mario starts on a path that is positioned to the right of the arch, instead of on the left.
  • Bullies only have one spike atop their head, instead of two horns, similar to the Chill Bully enemy in the final game.

Snow Slide (Cool, Cool Mountain)

SM64 earlypenguin.png
  • Mother Penguin and her baby, Tuxie, have different designs than they do in the finished product: their eyelids are droopy, and their torsos are thinner. A total of three baby penguins can be seen in the demo.
  • A stone pyramid structure is behind the penguin area, which was later replaced by a cabin.
  • The slide area seen in this demo would later be re-purposed for Tall, Tall Mountain in the retail release.

Mountain (Whomp's Fortress)

SM64-Whompbullet.JPG

The layout of Whomp's Fortress is similar to the final version, but its appearance is fairly different.

  • The path before the Pirahna Plant is a red carpet.
  • The background features an overcast sky.
  • Many of the floors have circular stone textures.
  • Thwomps have a darker blue color and angrier faces.

Water Land (Dire, Dire Docks 2)

  • The whirlpool hasn't been implemented yet.
  • The Water Mine object that went unused in final version is used throughout the level.
  • The framerate drops heavily in the area around Bowser's sub.

Koopa 1 (First Bowser Battle)

Ultimately unchanged in appearance.

  • Bowser disappears and drops coins and a Star when he is defeated.

General Graphical Differences

Title screen

Sm64betatitle.png

The font for the "Press start" and "Game over" text on the title screen use a generic font rather than the custom font used in the final version.

Power Stars

Mario64 Shoshinkai3.png

Power Stars are two-dimensional animated sprites in this build, with a design similar to how they looked in Super Mario RPG. That game also started development in 1995, so they might have shared the same base model.

Coins

SM64-Maximum24.png

The coins also differ from the final. Instead of a star insignia, they have a rectangular indentation. This matches the design they had in previous games, such as the original Super Mario Bros. and Super Mario World, as well as their design in most modern Mario games.

Miscellaneous

  • When Mario enters a level, he sparkles while falling from the sky.
  • Mario's triple jump causes him to twirl instead of doing a mid-air somersault.

Audio Differences

Hmmm...
To do:
Post more source sound files. The jumping clips are still not found
  • Mario's voice clips are very different, featuring samples from Warner Brothers' SFX library.
Description Early Final
Mario exclaiming "Yahoo!"
Mario exclaiming "Yippee!"
Mario taking fire damage.
  • The coin sound effect is very high-pitched compared to the final version.
  • The music in Dire, Dire Docks uses slightly different instruments.

Second Demo Build (?)

  • Mario's health meter has changed from the 'clock' to a more basic and linear design with a pie-chart-type meter that would be implemented in the final version.
  • The minimaps are gone, with the star aond coin counters moving to their final positions in the HUD.

First Release Delay

Miyamoto thought he could create more courses, up to 40 plus bonus levels. However, the actual number turned out much lower in the final game, as only 15 courses could fit.[20] According to Nintendo of America chairman Howard Lincoln, Miyamoto's desire to put more into Super Mario 64 was a major factor in the decision to push the Nintendo 64's release date back from Christmas 1995 to April 1996.[28]

Second Release Delay

"On September 30th, Dinosaurs Will Fly!" was the slogan used to promote the new release date after the American launch was delayed from April 1996 to September 1996.

Levels

Hmmm...
To do:
Compare the assets of this build to the '95 demo. Compare and contrast the interface, castle interior, etc.

This build is almost finished, but still has some work to do. Castle Grounds

By this point in development, the compass seen above the castle entrance has been replaced with a stained glass image of the princess.

The windows and brick textures have also been updated, and wooden fencing has been added around the moat.

It is very similar, if not the same, as the finalized Castle Grounds.

Castle Interior

While the wallpaper is the one seen in the final game, the brown brick texture by the entrance is still different. Proper fencing has been adding to areas Mario could fall off.

The main staircase to the second floor is still missing, though the platforms in its place are wider than they were in Shoshinkai '95.

The final lifebar shape of Mario's head is based on the early life counter icon.

Info to Include

Footage

Images

Info

Interviews

Patents