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From The Cutting Room Floor
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In Super Mario 64, the wee mustachioed guy goes all three-D on us.

images to add

  • find image sources for better quality and no watermarks
  • a view of bowser's sub
  • cracked walls in bowser room
  • the floating star in thwomps fortress
  • the eyes on the push out brick things
  • the level select in action
  • paintings
  • final images of each for comparison
  • title screen

todo

  • comparison images
  • find sources for footage to help date builds

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 to a Mario Wonderland,
please enter 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.
    • June 23rd - Super Mario 64 is released in Japan.
    • September 26 - US release.

Concept

Mario64-SFX.jpg

Shigeru Miyamoto originally ideated Mario 64 from seeing the capabilities of the Super FX Chip. The chip was codenamed Super Mario FX; however, a build was never developed for SNES hardware.

  • According to Miyamoto, the Mario head on the title screen was taken from the 'prototype for Mario Paint 3D', a game which was never released but may have become Mario Artist for the 64DD. A picture of the model in the making can be seen in a Dengeki Super Famicom article for an 'improved Super FX chip' that was intended to have a Mario Paint-like software tool. Mario's expressions were apparently motion-captured.
  • The developers spent about half of their time working on the basic game system. Course design was done closer to the end, and many levels were almost 'thrown together'. (This may reflect the nature of level layouts like Whomp's Fortress or Lethal Lava Land. Just look at how little had changed since Shoshinkai.) Levels were made using the N64's Z-Buffer feature, and most of the design work was done directly on the computer hardware - only a few concept sketches and notes were made prior to jumping into the program. Level designers started with basic geography, then added more details as time went on.
  • Yoshi was intended to be implemented for some part of the game, but the developers were dissatisfied so they took out the feature. In order to not waste their work on Yoshi, they put him atop the castle.
  • Luigi was removed in February 1996 from the game due to memory issues. The team wanted to put him in a Mario Bros. type minigame instead, but the fact that the N64 was sold with only one controller factored into his total removal.
  • Initially, the developers worked on a 'deceptively simple' test level. It consisted of a basic room that was made of blocks similar to Legos, where Mario and Luigi could test out basic 3D platforming and controls. It is unknown whether this relates to the unknown level seen in a later build.
  • Originally, there were nearly 250 different animations for Mario, but roughly 50 were removed or rejected from the game prior to its release.
  • The crouching trip kick (Z+B), present in the final game, was intended to be for attacking short/small enemies, but the developers never added any enemies that were specifically targeted by that move.
  • Mario was originally able to throw MIPS the rabbit, but this was removed. Developers also wanted to create an animation where Mario throws him by the ears, but this was never added in time.
  • There were once more monkeys in levels that could be chased around. A group of three would have taunted Mario, and he was able to throw them off of cliffs in turn.


(Source: shmupulations)

November 22, 1995 Patent Build

where the trees?
SM64-patentcastle2.png

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.
  • The brick textures are simpler, and the windows are not vaguely mushroom-shaped like in the final game.
  • 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 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, these were the first assets available to the general public. Graphics-wise, this version of the game has little in common with the retail release, but several levels and key gameplay features are set in stone. 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.

According to the developers, many players at Shoshinkai described Mario's 3D controls as 'wobbly' or 'slippery', or less responsive to the button inputs. It is unknown what exactly was changed, but there was a major difference in controls by the final release.

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. The larger view of a level seen when paused replaces the minimap later on in development.
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, but players can still use the C buttons to move the camera.

Levels

Castle Grounds

Mario64 ShoshinkaiBeta2.png

The player begins at the castle and is greeted with this text:

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 to a Mario Wonderland,
please enter the castle before you.
  • 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.
  • The 'cloud' above the castle appears to have been removed.
  • 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

Nov. '95 Final
SM64-Beta19.png
SM64-Castlefinal.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. These numbers correspond to the level select and do not appear to be star requirements yet.
  • The room with the Bowser/Peach portrait has cracked stone walls instead of brick castle walls in the final.
  • 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. Two numberless doors are to the sides of the first slab, similar to the basement doors in the final. It is unknown where these doors lead as no one enters them in footage and no locations other than the four levels and Bowser fight have been shown.
  • The paintings for Whomp's Fortress and Cool, Cool Mountain are not yet in their final forms.

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.
  • The star by the tower is not in a cage.
  • The rotating platforms with red coins have not been implemented yet.
  • The pole near the tower is closer to the star and on the other side of the tower.

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.

Water Land (Dire, Dire Docks)

  • 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.
  • The chests at the beginning of the level do nothing but release bubbles. This object behavior is present but unused in the final game.

Koopa 1 (Bowser in the Dark World)

SM64-Bowsercoins.png

Ultimately unchanged in appearance.

  • Bowser shrinks, then drops coins and a Star when he is defeated, as opposed to shrinking and spinning, then dropping the Bowser Key.

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.
  • The title screen music has a different drum beat pattern.
Description Early Final
The title theme.

Second Demo Build

SM64-POWmeter.png
SM64-POWmeter2.png

Little information is available about the specifics of this build, but footage of it was released as early as mid-December 1996. This version appears to be similar in several ways to the Shoshinkai demo, but more levels are available, and graphical tweaks have been made.

  • 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. There are two iterations of this power meter: one that says "POW" with the number overlaid onto the remaining health pieces, and one with a simpler texture with the text "POWER", only seen used underwater. It is possible that the meter changes in appearance while underwater, unlike the final game. As health decreases, the color of the health meter changes from blue to red, similar to how the final meter will work.
  • The power meter decreases clockwise, unlike the first and final meters, which decrease counterclockwise.
  • Jolly Roger's Lagoon is playable.
  • Boos are present, but their face textures are an earlier design and do not match the final version.
  • The castle courtyard is accessible, although textured differently.


(Source: Cyber Flash Episode 1, Dec 1996)

Unknown Area

SM64-mysteryarea.png
SM64-mysteryarea2.png

Footage exists of a location that does not match anywhere in particular in the final game. The footage was bundled with other footage from this second demo.

  • Mario stands on a brick platform with a stone wall behind him. Inset in this wall is stairs. To the right of Mario is a lower floor with a dark pillar-like platform farther away.
(Source: YouTube)

E3 1996 Build

Hmmm...
To do:
Compare the assets of this build to the '95 demo. Compare and contrast the interface, castle interior, etc.
SM64-EarlyBOB.png

The game is almost finished. Almost all of the game is accessible, and most of the final changes to be made are aesthetic.

  • The minimaps are gone, with the star and coin counters moving to their final positions in the HUD.
  • The star, Mario, and coin icons are virtually unchanged from earlier demos.
  • The Power Meter is in its final iteration in the shape of Mario's head.
  • Coins still have rectangular imprints instead of stars.
  • Mario jumping makes a slightly different noise.
  • The star select screen is present.

Castle Grounds

  • The compass seen above the castle entrance has been replaced with a stained glass image of Princess Peach.
  • The castle's windows and brick textures have been updated, and wooden fencing has been added around the castle moat.

Castle Interior

  • The main staircase to the second floor is still missing, though the platforms in its place are wider than they were in Shoshinkai '95.
  • Toads are not present.
  • While the castle wallpaper is the one seen in the final game, the brown brick texture by the entrance is still different.
  • Fencing has been added to higher platforms in the castle.

Bob-Omb Battlefield

SM64-bobspire.png
  • There is a rock spike atop the mountain.
(Source: 1)
  • When King Bob-omb is defeated, he immediately explodes into a star.
  • The 1-Up Mushroom in the block at the beginning of the level is completely stationary.
  • There is a ring of coins at the base of the mountain after the pit of cannonballs.
  • Chain Chomp sounds different.

Hazy Maze Cave

  • Scuttlebugs have three-dimensional bodies instead of sprites and have angry eyebrows.

Shifting Sand Land

Fine weather we're having.
  • Pokey's face is different.

Big Boo's Haunt

SM64-booearly.png
  • A Boo is shown with a key inside them instead of a Power Star. This key matches the unused key in the final game, along with an icon for displaying the number of collected keys, unseen in prerelease footage but left over in the final game.

Near-Final Build

Almost there........ contains a couple differences since the last build. Documented here and here.

  • The icons are the same as the previous build.
  • The spike atop Bob-Omb Battlefield has been removed.
  • Boos still have their initial face texture.
  • Pokey's face has been altered to its final version.
  • Mario's jumping sound is slightly different.
  • Falling asleep after standing idly has been implemented.

Info to Include

Footage

Images

Info

Interviews

Patents