List of Super Mario 64 pre-release and unused content: Difference between revisions

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{{italic title|List of ''Super Mario 64'' pre-release and unused content}}
{{italic title|List of ''Super Mario 64'' beta elements}}
This is a list of pre-release and unused content for the game ''[[Super Mario 64]]''.
This is a list of beta elements for the game ''[[Super Mario 64]]''.
 
==Early ideas==
==Early ideas==
32 courses were initially planned for the game, but only 15 of them made it into the final product. In some sketch-ups of the game's early development in ''[[Super Mario History 1985-2010|Super Mario History]]'', Mario is seen jumping on a piano with the phrase ピアノの上よく. He is also seen climbing a ladder, swinging around a pole, pushing a door and a block of ice, and crushing a rock with his head. <ref>[[:File:SM64 - Concept Arts.jpg]]</ref>
Thirty-two courses were initially planned for the game, but only 15 of them made it into the final product. In some sketch-ups of the game's early development in ''[[Super Mario History 1985-2010|Super Mario History]]'', Mario is seen jumping on a piano with the phrase ピアノの上をあるく (Walk atop a piano). He is also seen climbing a ladder, swinging around a pole, and pushing a door and a block of ice.<ref>{{media link|SM64 - Concept Arts.jpg}}</ref>


During a interview between [[Satoru Iwata]] and [[Shigeru Miyamoto]] regarding ''[[New Super Mario Bros. Wii]]'', Iwata stated that there used to be a multiplayer function that was scrapped from ''Super Mario 64'', likely due to hardware limitations. It was also stated that one could see [[Mario]] and [[Luigi]] meet in the corridor. This, apparently, inspired the multiplayer function of ''New Super Mario Bros. Wii''.
The [[crouch]]ing [[Sweep Kick|trip kick]] ({{button|n64|z}}+{{button|n64|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.<ref name=shmuplations>"[http://shmuplations.com/mario64/ Super Mario 64 – 1996 Developer Interviews originally featured in the official strategy guides]" ''shmuplations.com''. Retrieved September 10, 2018.</ref>


During an interview between [[Satoru Iwata]] and [[Shigeru Miyamoto]] regarding ''[[New Super Mario Bros. Wii]]'', Iwata stated that there used to be a multiplayer function that was scrapped from ''Super Mario 64'', likely due to hardware limitations. It was also stated that one could see [[Mario]] and [[Luigi]] meet in the corridor. This, apparently, inspired the multiplayer function of ''New Super Mario Bros. Wii''.
<blockquote>'''Iwata:''' Ever since Mario Bros., you've had your heart set on making a multiplayer Mario game. You've tried each time, but it's never quite come together… Even with Mario 64, it started with Mario and Luigi running around together, didn't it?
<blockquote>'''Iwata:''' Ever since Mario Bros., you've had your heart set on making a multiplayer Mario game. You've tried each time, but it's never quite come together… Even with Mario 64, it started with Mario and Luigi running around together, didn't it?
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'''Miyamoto:''' That was a remnant of an experiment we did where Mario and Luigi would run away from each other but you could still see them both. But we were unable to pull it off...</blockquote>
'''Miyamoto:''' That was a remnant of an experiment we did where Mario and Luigi would run away from each other but you could still see them both. But we were unable to pull it off...</blockquote>
 
In an interview between Iwata and Koichi Hayashida regarding ''[[Super Mario 3D Land]]'', it was mentioned during a discussion about the [[Goal Pole|flagpole]] that it was once considered to be incorporated into ''[[Super Mario 64]]''.
In an interview between Iwata and Koichi Hayashida regarding ''[[Super Mario 3D Land]]'', it was mentioned during a discussion about the [[Goal Pole|Flagpole]] that it was once considered to be incorporated into ''[[Super Mario 64]]''.
 
<blockquote>'''Iwata:''' The impression the goal pole makes has a big influence over the impression that the game makes. I suppose [[Shigeru Miyamoto|he]] thought this was an area that deserved effort.
<blockquote>'''Iwata:''' The impression the goal pole makes has a big influence over the impression that the game makes. I suppose [[Shigeru Miyamoto|he]] thought this was an area that deserved effort.
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'''Hayashida:''' But at the time, when they thought about what was the most fun about playing in 3D, it was going to all sorts of places and looking for something, so they decided on players getting a Star. </blockquote>
'''Hayashida:''' But at the time, when they thought about what was the most fun about playing in 3D, it was going to all sorts of places and looking for something, so they decided on players getting a Star. </blockquote>
 
According to [[Yoshiaki Koizumi]], [[Luigi]] was dropped from the game because technical limitations prevented from having both him and more elaborate levels.<ref>[http://iwataasks.nintendo.com/interviews/#/wiiu/super-mario-3d-world/0/6 Iwata Asks: Super Mario 3D World]</ref>
According to [[Yoshiaki Koizumi]], [[Luigi]] was dropped from the game because technical limitations prevented from having both him and more elaborate levels<ref>[http://iwataasks.nintendo.com/interviews/#/wiiu/super-mario-3d-world/0/6 Iwata Asks: Super Mario 3D World]</ref>.
<blockquote>
<blockquote>
'''Koizumi:''' This may not be a direct answer, but personally, when we made Super Mario Galaxy, I had regrets about some things. I was able to do those things in Super Mario 3D World.  
'''Koizumi:''' This may not be a direct answer, but personally, when we made Super Mario Galaxy, I had regrets about some things. I was able to do those things in Super Mario 3D World.
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<br>
'''Iwata:''' Regrets?  
'''Iwata:''' Regrets?
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<br>
'''Koizumi:'''  One goes all the way back to Super Mario 64. When we made the first prototype, Mario and Luigi were on a flat field.
'''Koizumi:'''  One goes all the way back to Super Mario 64. When we made the first prototype, Mario and Luigi were on a flat field.
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'''Iwata:''' Both of them.  
'''Iwata:''' Both of them.
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'''Koizumi:''' Yes. We ran it that way, but when we made the landforms, because of hardware limitations we had a choice between cutting Luigi or making more elaborate landforms. Then, in tears, we had to ask Luigi to leave.   </blockquote>
'''Koizumi:''' Yes. We ran it that way, but when we made the landforms, because of hardware limitations we had a choice between cutting Luigi or making less elaborate landforms. Then, in tears, we had to ask Luigi to leave. </blockquote>
The team eventually decided to put Luigi in a ''[[Mario Bros. (game)|Mario Bros.]]'' type minigame instead, but the fact that the N64 would be sold with only one controller factored into his total removal by February 1996.<ref name=shmuplations/> Reportedly, Shigeru Miyamoto also cited space limitations.<ref>''Nintendo Magazine System'' (AU) Issue #54, page 4.</ref> After the game's release, [[List of rumors and urban legends#Luigi in Super Mario 64 / "L is real 2401"|rumors]] started to circulate about how to unlock Luigi; however, these were all proven false.


==Early builds==
==Early builds==
[[File:SM64BetaBooKey.jpg|thumb|Early screenshot of ''Super Mario 64'', showing the unused Boo key.]]
[[File:SM64 Boo Key.png|thumb|An early screenshot showing the unused Boo key.]]
Mario was originally voiced differently, possessing a screechy, childlike voice rather than his current Italian accent. <ref>http://www.youtube.com/watch?v=6HODfFcpecI&mode=related&search=</ref> [[Bowser]] sounded more tiger-like. [[Big Boo]] held a key instead of a [[Power Star]] inside of him. The purpose of the keys were to unlock a variety of the various doors in [[Big Boo's Haunt]]; there was even a "key counter". The upgraded [[Triple Jump]] Mario receives after talking to [[Yoshi]] in the final game is the same animation used for when Mario enters any level in earlier builds. [[Jolly Roger Bay]] used to have music that is similar to the one used in the final game.<ref>[http://www.youtube.com/watch?v=6HODfFcpecI Old trailer]</ref> Mario's Triple Jump resembled Luigi's backward somersault in [[Super Mario 64 DS]]. The Thwomp's grunt used to be a deep thunderous "thud".
Mario originally used the "cowboy" and "painful" yelling voice clips from the [https://soundeffects.fandom.com/wiki/Warner_Bros._Sound_Effects_Library Warner Bros. Sound Effects Library] as placeholder voice clips before [[Charles Martinet]] was brought in to give him his current Italian accent.<ref name=trailer>[https://www.youtube.com/watch?v=6HODfFcpecI YouTube: Old trailer]</ref> [[Bowser]] sounded more tiger-like. [[Big Boo]] held a [[key]] instead of a [[Power Star]] inside him. The purpose of the keys were to unlock a variety of the various doors in [[Big Boo's Haunt]]; there was even a "key counter". The upgraded [[Triple Jump]] Mario receives after talking to [[Yoshi]] in the final game is the same animation used for when Mario enters any level in earlier builds. [[Jolly Roger Bay]] used to have music that is similar to the one used in the final game. Also, the sunken ship was much different in the E3 trailer, as it was more modern, had a bridge and a funnel, and was white. The water was very white also.<ref name=trailer/> Mario's Triple Jump resembled Luigi's backward somersault in ''[[Super Mario 64 DS]]''. The Thwomp's grunt used to be a deep thunderous "thud". [[Bowser in the Dark World]] was only the arena where the player fought Bowser.<ref>[https://www.youtube.com/watch?v=nHqJa5wzREU YouTube: Another trailer]</ref> Blargg was planned to be in the game with its ''[[Super Mario World]]'' design and was loaded but not placed in [[Lethal Lava Land]], [[Bowser in the Fire Sea]], [[Wing Mario over the Rainbow]]. It has only one animation (in which it jumps out of lava) and its textures are unfinished, meaning it was likely scrapped early in development. Originally, if Mario were to not get on the wooden part of the slide in [[Tall, Tall Mountain]], he would not be led to a dead end, but instead further down a slope that was not present in the final game. [[Whomp]]s had a more simplistic design, having a design similar to Thwomps, but with thick eyebrows. [[Whomp's Fortress]] was originally going to be called The World of Rocky Mountain.<ref>{{media link|SM64 Early Pamphlet.jpg|An early pamphlet for ''Super Mario 64''}}</ref> There was also a minimap, though the concept of displaying a map in-game would be passed down to [[Super Mario 64 DS|its remake]]. [[Coin]]s resembled how they appeared [[Super Mario Bros.|in]] [[Super Mario Bros. 3|past]] [[Super Mario World|games]] rather than having a carving of a Star on them. When Bowser was defeated, he would leave behind multiple coins and a [[Power Star]]. The former of the two is somewhat utilized as a visual effect when defeating Bowser in either Bowser in the Dark World or Bowser in the Fire Sea. Power Stars were two-dimensional like the coins in the game and resembled the white and red stars on the title screen, and the [[Scuttlebug|Scuttle Bug]] enemies were fully 3D and mahogany colored, and had bushy, angry eyebrows and beady pupils.<ref>[[tcrf:File:SM64-EarlyScuttlebug.gif|TCRF: SM64-EarlyScuttlebug.gif]]</ref>
[[Bowser in the Dark World]] was only the arena where the player fought Bowser.<ref>[http://www.youtube.com/watchv=https://www.youtube.com/watch?v=nHqJa5wzREU Another one]</ref> Blarrg was planed to be in the game with it's super mario world designs and was loaded but not placed in: Lethal
Lava Land, Bowser in the Fire Sea and for some odd reason, Wing Mario in the Sky.


==Unused data==
==Unused data==
===Level behavior===
All paintings in the game are divided into three segments, thus theoretically allowing every level except for Big Boo's Haunt and [[Rainbow Ride]] (accessed from a [[Boo]] and a hole, respectively), as well as [[Behind the Waterfall|the Metal Cap stage]] and [[Mysterious Mountainside|the slide inside Tall Tall Mountain]], to have three possible entry points and/or actions. However, in the final game, only [[Wet-Dry World]] actually uses this, to set the starting water level as part of its "water level" gimmick. Wet-Dry World's painting is also unusual in that it is divided horizontally. Every other painting is divided into three segments vertically.
It is unknown if the new paintings introduced in ''[[Super Mario 64 DS]]'', such as the one for [[Sunshine Isles]], have this functionality.
===Enemy behavior===
An unused animation of [[Klepto]] holding a "used" Power Star exists if [[In the Talons of the Big Bird]] is replayed after the Star is collected. In the final version, however, he always holds a "new" Star regardless of whether it's been collected or not. This unused animation also extends to ''Super Mario 64 DS'' and [[Klepto the Condor|the new Star introduced in that game]].
===Items and objects===
===Items and objects===
[[File:SM64-YoshiEgg.gif|frame|left]]
[[File:SM64-YoshiEgg.gif|frame|left]]
Water mines (with graphics identical to spike bombs) were going to be in a water level. [[Yoshi Egg]] graphics are stored in the game's code<ref name=Beta>[http://www.youtube.com/watch?v=WkFjYRI7c2o YouTube Video of Super Mario 64 Beta Objects]</ref>, along with a yellow [[Exclamation Mark Switch|! Switch]]. The presence of Yoshi Eggs implies that Yoshi was originally going to play a more prominent role in the game. There are some unused platforms in the game, such as a flat, checkered platform, resembling the two elevator platforms in [[Whomp's Fortress]]. This platform however, does not do anything other than let Mario stand on it. Another beta platform is like the previous one, except it rotates after every couple of seconds. A Cactus was found in the data for [[Shifting Sand Land]], and frames of a flower can also be found in the Lethal Lava Land textures. It seems like both would have been used as background objects. 2 beta life counters were used: The first one include a clock-like look, with a clock hand pointing at Mario's health. The second one is similar to the final counter, but it decreased clockwise instead of counter clockwise.
Water mines (with graphics identical to spiked [[mine|bomb]]s) were going to be in a water level. [[Yoshi's Egg|Yoshi Egg]] graphics are stored in the game's code,<ref name=Beta>[https://www.youtube.com/watch?v=WkFjYRI7c2o YouTube: Super Mario 64 Beta Objects]</ref> along with a yellow [[Cap Switch|! Switch]]. The presence of a Yoshi Egg seemingly implies that Yoshi was originally going to play a more prominent role in the game; however, the egg is internally named <tt>bird_egg</tt>, with <tt>bird_</tt> being the prefix for code and files related to [[Hoot]] the owl. Additionally, an object also named <tt>bird_egg</tt> was found next to these files, revealing that the egg was actually supposed to be Hoot's egg instead of Yoshi's.<ref>Supper Mario Broth (April 9, 2023). "[https://twitter.com/MarioBrothBlog/status/1645109683982675968 New findings have revealed that an unused object from Super Mario 64, which has for decades been presumed to be a Yoshi egg, was actually Hoot the Owl's egg instead. It is possible that it was removed to not confuse or disappoint players who expected the egg to contain Yoshi.]" ''Twitter''. Retrieved May 12, 2023.</ref>


There are some unused platforms in the game, such as a flat, checkered platform, resembling the two elevator platforms in [[Whomp's Fortress]]. This platform, however, does not do anything other than let Mario stand on it. Another unused platform is like the previous one, except it rotates after every couple of seconds. A cactus was found in the data for [[Shifting Sand Land]], and frames of a flower can also be found in the Lethal Lava Land textures. It seems like both would have been used as background objects. Two early life counters were used: The first one includes a clock-like look, with a clock hand pointing at Mario's health. The second one is similar to the final counter, but it decreased clockwise instead of counter-clockwise.


[[File:SM64-UnusedTexture-Debug KEY.png]][[File:SM64-UnusedTexture-Debug U.png]]
[[File:SM64-UnusedTexture-Debug KEY.png]][[File:SM64-UnusedTexture-Debug U.png]]
There is a unused HUD icon of the key which only exists in the Japanese version. It was replaced by a Ü in the European version and removed completely in the US version.
There is an unused HUD icon of the key which only exists in the Japanese version. It was replaced by a Ü in the European version and removed completely in the U.S. version.


===Enemies===
===Enemies===
[[File:Unusedbully.jpg|thumb|240px|The small [[Chill Bully]] graphics were not used in the final game.]]
[[File:Chill Bully SM64 Beta.png|thumb|240px|The small [[Chill Bully]] graphics were not used in the final game.]]
There was originally going to be a [[Blargg]]<ref name=Beta>[http://www.youtube.com/watch?v=WkFjYRI7c2o YouTube Video of Super Mario 64 Beta Objects]</ref>, which is still in the game's data, that was to appear in the [[Lethal Lava Land]], [[Bowser in the Fire Sea]], and [[Wing Mario Over the Rainbow]] courses. In the game, there are small and large [[Bully|bullies]], using two models; a related species called [[Chill Bully]] appeared in Course 10: [[Snowman's Land]]. It too had a small and a large model, but only the large model was used.
There was originally going to be a [[Blargg]],<ref name=Beta/> which is still in the game's data, that was to appear in the [[Lethal Lava Land]], [[Bowser in the Fire Sea]], and, although seemingly unneeded, [[Wing Mario Over the Rainbow]]. In the game, there are small and large [[Bully|Bullies]], using two models; a [[Chill Bully]] appeared in Course 10: [[Snowman's Land]]. It also had a small and a large model, but only the large model was used. A grasshopper enemy can also be found in the data, which is named "Hopper" and has an animation where it jumps in place.<ref>The Cutting Room Floor. [https://tcrf.net/Development:Super_Mario_64_(Nintendo_64)/Models#hopper Development:Super Mario 64 (Nintendo 64)/Models]. Retrieved May 12, 2023.</ref>
 
[[File:SM64 Motos right.png|thumb|150px|left|Motos in [[Bob-omb Battlefield]]]]
An unused enemy named "Motos" was discovered in 2020 from assembled source code.<ref name=motos>Yoshi Milkman (July 26, 2020). [https://twitter.com/YoshiMilkman/status/1287548144151142400 Twitter post featuring screenshots of an enemy implemented by AWiseguyEh on Discord]. ''Twitter''. Retrieved July 27, 2020.</ref> Its method of attack was to pick up Mario and throw him and its only weakness was to be thrown into lava themselves. The textures for Lethal Lava Land and Bowser in the Fire Sea have "motos" in the names, indicating they were meant to be staple enemies there. [[Bully|Bullies]] also have the early name "Otos" in the source code and use sounds meant for Motos, suggesting a connection, although they also have similarities to [[Chuckya]] and the [[King Bob-omb|Big Bob-omb]]. [[Heave-Ho]] appears to have based its code on Motos. References to other objects such as [[Blooper|Bloober]]<ref>''Super Mario 64'' source code assets: <tt>TAGCODE_e_gesso</tt> referenced by <tt>include/tagdecode.h</tt></ref> and "Ice Motos"<ref>''Super Mario 64'' source code assets: <tt>TAGCODE_e_icemotos</tt> referenced by <tt>include/tagdecode.h</tt></ref> are also present in source code assets.
{{br}}


===Textures===
===Textures===
[[File:SM64-CrackedIce.png|left|frame]]
[[File:SM64-CrackedIce.png|left|frame]]
One texture in the game is found in [[Cool, Cool Mountain]]. It is much like the ice texture that is used, but it has cracks in it. The texture probably used to be covering the water hole where Mama Penguin is. It was later used in the [[Super Mario 64 DS|sequel]]. The water hole lacks the texture, but Wario can ground-pound on the ice to break it.
[[File:SuperMario64LuigiModel.jpg|thumb|Luigi's reconstructed character model found from a source code leak. The model is absent in the game's files.]]
One texture in the game is found in [[Cool, Cool Mountain]]. It is much like the ice texture that is used, but it has cracks in it. The texture probably used to be covering the water hole where the [[Mother Penguin]] is. A variation was later used in the [[Super Mario 64 DS|remake]], as the texture for the breakable ice pond.


In early footage, Bowser had blue eyes instead of red eyes. Also, VL-Tone, the creator of Toad's Tool 64 (a ''Super Mario 64'' level editor), found textures of what looks like a red, black and white trampoline, with a yellow "?" painted on the side. It would most likely have had the same effects as its predecessors.
In early footage, Bowser had blue eyes instead of red eyes.
 
A metallic Wing Cap texture exists, which would presumably be used if Mario could get both a Metal Cap and Wing Cap at the same time, but this is impossible in the final game, as no level has both.
 
VL-Tone (the creator of Toad's Tool 64, a ''Super Mario 64'' level editor) found textures of what looks like a red, black and white trampoline, with a yellow "?" painted on the side. It would most likely have had the same effects as its predecessors.
 
On July 25, 2020, source code was leaked with unused textures and the model of Luigi. It is mostly functional, but lacks a capless variant and has less detailed shading than Mario's model, which suggests that the model was based off of an earlier Mario model used in the Shoshinkai 1995 build.<ref>GameXplain (July 25, 2020). [https://youtu.be/u8abkMNR1Ns L Is Real?! Massive Nintendo Leak Reveals Luigi Was Planned for Mario 64 + Ocarina of Time Beta]. ''YouTube''. Retrieved July 25, 2020.</ref>


===Text===
===Text===
*There is unused text that may have been spoken by a [[Boo]] "Eh he he... You're mine, now, hee hee! I'll pass right through this wall. Can you do that? Heh, heh, heh!"
There is unused text that may have been spoken by a [[Boo]]: "Eh he he... You're mine, now, hee hee! I'll pass right through this wall. Can you do that? Heh, heh, heh!". This dialogue was also unused in ''[[Super Mario 64 DS]]'', with alternate translations.
*Originally the "Press Start" and "Game Over" text on the start screen sported a more standard look in the beta. This was most likely a place holder used until the final game, which featued the custom font instead.
 
===Animations===
Some unused animations for [[Mario]] can be found in the game's code.<ref>[[tcrf:Super Mario 64 (Nintendo 64)#Mario|TCRF: Cut Mario animations]]</ref> This includes Mario quickly putting his [[Mario Cap|hat]] on, bending his knees while riding a [[Green Shell]], performing a flip while in freefall, putting one hand on his head and the other on his hip, a duplicate running animation, a static sitting pose that would've been used at the end of a [[Ground Pound]], and an alternate version of the [[Side Somersault]] where Mario flips forward instead of sideways.
 
Additional animations were planned, such as one where Mario would throw [[MIPS]] by the ears, but ultimately unimplemented due to time constraints.<ref name=shmuplations/> Although unused, animation of MIPS falling can still be found in the code.<ref>[[tcrf:Super Mario 64 (Nintendo 64)#MIPS|TCRF: Unused MIPS animation]]</ref>


==Miscellaneous==
==Miscellaneous==
* A debug function stored in the game is the "level select". In the menu, some of the courses have different names and some symbols can only be seen in the Japanese game. Eg. Whomp's Fortress is simply called "Mountain".
*A debug function stored in the game is the "level select". In the menu, some of the courses have different names (e.g. Whomp's Fortress is simply called "Mountain") and some symbols can only be seen in the Japanese game.


==Gallery==
==Gallery==
===Artwork===
===Artwork===
<center><gallery>
<gallery>
File:super-mario-beta-key.JPG|The unused [[Key]].
SM64 Unused Key Artwork.jpg|The unused [[key]]. This key is also available in different colors.<ref>[[tcrf:Super Mario 64 (Nintendo 64)/Unused Objects & Models#Boo Key|TCRF: Boo Key hue]]</ref>
File:Cool Cool Mountain Prototype.JPEG|A Prototype [[Room]].
SM64 Kelloggs Penguin.png|Early [[penguin]] renders used on a Kellogg's cereal box
</gallery></center>
SM64 Kelloggs Thwomp.jpg|Early [[Thwomp]] renders used on a Kellogg's trading card
</gallery>


===Sprites and models===
===Sprites and models===
<center><gallery>
<gallery>
File:Beta Flower.gif|This unused flower was found in the graphics to Lethal Lava Land. Notice its similarity to the [[Power Flower]] from ''[[Super Mario 64 DS]]''.
SM64 Early Peach Model.png|Prototype model of [[Princess Peach|Peach]]
File:Betacactus.png
SM64 Prototype Yoshi Model.png|Prototype model of [[Yoshi]]
File:TrampolineTile.png|Trampoline tile
SM64 Blargg Model.png|[[Blargg]]
File:TrampolineSideTile.png|Trampoline sides (notice the shadow at the top) with ? mark tile
BlarggSM64.png|Blargg with in-game shaders applied
File:SM64 Bowser's Beta Eye.png|Unused eye texture for Bowser (it appeared in some early video clips)
SM64 Hopper.png|"Hopper" enemy
</gallery></center>
SM64 Hopper Animation.gif|Animation for Hopper enemy
SM64 Thwomp Proto.png|[[Thwomp]]
SM64 Whomp Proto.png|[[Whomp]]
SM64 Whomp Proto Back.png|Whomp (back)
SM64 Unagi Proto.png|[[Maw-Ray|Unagi]]
SM64 Early Penguin Model.png| [[Penguin]]
SM64 1-Horn Bully Proto.png|A [[Bully]] with only one horn, resembling a [[Chill Bully]]
Beta Flower.gif|This unused flower was found in the graphics for Lethal Lava Land.
SM64 Unused Cactus.png|An unused cactus possibly planned for [[Shifting Sand Land]] found in the game's data
64trampolinebeta.png|Trampoline
TrampolineTile.png|Trampoline texture
TrampolineSideTile.png|Trampoline side texture
SM64 Bowser's Beta Eye.png|Unused eye texture for Bowser (appears in some early video clips)
SM64 Early Star.gif|Early version of a Power Star, as seen in the Space World 1995 demo
</gallery>
 
===Screenshots of unused elements===
<gallery>
SM64 Small Chill Bully.png|A smaller [[Chill Bully]] next to the one encountered in the final game
Beta_key.jpg|Mario collecting a key, with the "key counter" on the screen. (The "key counter" is stored in the game code, holding up to 6 characters)
Sm64betau.png|The [[File:SM64-UnusedTexture-Debug_U.png]] replacing the key symbols
Sm64betayoshi.png|Unused [[Yoshi's Egg|Yoshi Egg]] displayed in-game. It still remains in the game's code.
Smallbetashells.png|Unused shells
Blargg_64.png|The unused Blargg found in the data
Sm64_TowerPlatform.png|Unused Whomp's Fortress platform<ref>[[tcrf:Super Mario 64 (Nintendo 64)/Unused Objects & Models#Whomp's Fortress Tower Platform Graphic Variant|TCRF: Whomp's Fortress unused platform]]</ref>
Sm64_PiranhaPlantSleeping.png|Unused Piranha Plant sleeping with teeth showing<ref>[[tcrf:Super Mario 64 (Nintendo 64)#Piranha Plant|TCRF: Unused Piranha Plant animation]]</ref>
Sm64_PenguinFace.png|Unused penguin face<ref>[[tcrf:Super Mario 64 (Nintendo 64)/Unused Objects & Models#Penguin Head Variants|TCRF: Penguin head variants]]</ref>
Sm64_TestPlatform.png|Test platform<ref>[[tcrf:Super Mario 64 (Nintendo 64)/Unused Objects & Models#Early Test Platform|TCRF: Test Platform]]</ref>
SM64 Motos left.png|Another view of Motos
 
</gallery>


===Screenshots===
===Pre-release screenshots===
<center><gallery>
<gallery>
File:Early Peach's Castle SM64.png|Early screenshot of ''Super Mario 64''. Also notice the early HUD. It seems to resemble Mario's head from Paper Mario.
Beta castle.jpg|A screenshot of the early Mushroom Castle. The text says "Welcome to Mario Wonderland. People who like adventures, go ahead to the castle right up ahead." Earlier versions show a different HUD that uses entirely different graphics.
File:Blargg_64.jpg|The unused Blargg found in the code.
SM64 early Mushroom Castle screenshot.jpg|A screenshot of Mario standing outside the [[Peach's Castle|Mushroom Castle]]
File:64_Beta_001.jpg|A screenshot of the early [[Penguin]].
Early Peach's Castle SM64.png|Early screenshot of Mario standing inside of the Mushroom Castle
File:64_Beta_002.jpg|A picture of the original [[Pokey]] graphics.
SM64 early iron balls screenshot.png|Early screenshot of Mario taking a path with three [[Metal ball|iron ball]]s
File:Beta castle.jpg|A screenshot of the early Princess Peach's Castle. The text says "Welcome to Mario Wonderland. People who like adventures, go ahead to the castle right up ahead."
SM64 pre-release Penguins.jpg|A screenshot of the early [[penguin]], which has a rounder head
File:Beta Lethal Lava Land.jpg|Early version of Lethal Lava Land. Note that the [[Power Star]] had a similar design to those that appeared in ''[[Super Mario RPG: Legend of the Seven Stars]]'', possibly a placeholder. Its texture is still in the ROM.
SM64 Early Penguin.png|Another screenshot of the penguin
File:BetaThwomp.jpg|The original, meaner looking [[Thwomp]].
SM64 pre-release Pokey.jpg|A picture of the original [[Pokey]] graphics
File:SM64Beta Lethal Lava Land.jpg|Early Lethal Lava Land.
Beta Lethal Lava Land.jpg|Early version of Lethal Lava Land. Note that the [[Power Star]] is a 2-dimensional animated sprite like the [[coin]]s in the game, and resembles the ones floating around [[Mario's face]] on the title screen with a different color filter over it.
File:SM64beta3.jpg|Early version of [[Dire, Dire Docks]].
BetaThwomp.jpg|The original [[Thwomp]] design
File:MARIO017.JPG|An early [[Bomp]], with an early [[Whomp Fortress]].
SM64Beta Lethal Lava Land.jpg|Early Lethal Lava Land
File:SM64beta4.png|Another early of the [[Whomp Fortress]] with a [[Bullet Bill]].
SM64beta3.jpg|Early version of [[Dire, Dire Docks]] as well as an early version of the health meter
File:Beta_key.jpg|Mario collecting a key, with the "key counter" on the screen. (The "key counter" is stored in the game code, holding up to 6 characters)
MARIO017.JPG|An early [[Bomp]], with an early [[Whomp Fortress]]
File:Sm64betau.png|The [[File:SM64-UnusedTexture-Debug_U.png]] replacing the key symbols.
SM64beta4.png|Another early screenshot of [[Whomp Fortress]] with a [[Bullet Bill]]
File:Sm64betayoshi.png|A [[Yoshi Egg]] in Wet-Dry World. It still remains in the game's code.
Bowser battle SM64 prerelease.png|An early version of the Bowser fight. Notice the different HUD.
File:Smallbetashells.png|Beta Shells.
SM64 Shifting Sand Land early image.png|An early image of Mario in Shifting Sand Land, on a path over the quicksand. He has five stars, which is below the minimum star requirement to access Mushroom Castle's basement (where the world's painting is located) in the final version. The [[Tox Box]] is also placed oddly.
</gallery></center>
SM64 early Mario in Pyramid.png|Early screenshot of Mario in Shifting Sand Land's pyramid
Mario in mirror room SM64 prerelease.png|Early screenshot of Mario in the mirror room. As seen from the top-right, Mario has three stars, which is a lot less than what is allowed to access the top floor (where the mirror room is located) in the final version.
Prerelease grindel.png|An early screenshot of Mario inside the Shifting Sand Land pyramid, featuring a [[Grindel]] with a slightly different smile, whiter teeth, black eyes, and bushier eyebrows
SM64 Big Boo Balcony prerelease.jpg|An early screenshot of Mario on [[Big Boo]]'s balcony, showing different textures.
EarlyJRBShip.png|Early screenshot of the ship from [[Jolly Roger Bay]]
UnusedBooLevel.png|An unused level featuring a [[Boo]]
</gallery>


==Trivia==
==Trivia==
*It is frequently rumoured that ''Super Mario 64'' was born out of a cancelled SNES project titled ''Super Mario FX'', which would have been a 3D platformer using the [[wikipedia:Super FX|Super FX]] chip. However, reports of "Super Mario FX"'s existence seems to have been born out of a misinterpretation of a statement [[Shigeru Miyamoto]] made in an interview with [[Nintendo Power]], in which he stated that he had the idea of making a 3D ''Mario'' game during ''[[lylatwiki:Star Fox (game)|Star Fox]]'''s development. There is no actual proof that a Super FX-using Mario platformer was in development in any point and furthermore, Dylan Cuthbert, who contributed to the development of the Super FX and worked with Miyamoto on ''Star Fox'', claims that "Super Mario FX" was actually a codename for the Super FX chip itself.<ref>[http://www.snescentral.com/article.php?id=1032 Snes Central: Super Mario FX]</ref>
*A pre-release screenshot is used on the Italian rear cover of ''Super Mario 64''. It is evidenced by the HUD, presented in its early form.
*A beta screenshot is used on the board of the 2006 version of [[Nintendo Monopoly]]. This is evidenced by the colored number displays.
*A pre-release screenshot is used on the board of the 2006 version of [[Nintendo Monopoly]]. This is evidenced by the colored number displays. Another pre-release screenshot can be found on the inside of the box, evidenced by the early HUD icon.


==References==
==References==
<references/>
<references/>


{{BoxTop}}
{{Pre-release and unused content}}
{{BetaElements}}
[[Category:Super Mario 64|*]]
[[Category:Super Mario 64]]
[[Category:Pre-release and unused content|Super Mario 64]]
[[Category:Beta elements|Super Mario 64]]

Latest revision as of 09:52, April 17, 2024

This is a list of pre-release and unused content for the game Super Mario 64.

Early ideas[edit]

Thirty-two courses were initially planned for the game, but only 15 of them made it into the final product. In some sketch-ups of the game's early development in Super Mario History, Mario is seen jumping on a piano with the phrase ピアノの上をあるく (Walk atop a piano). He is also seen climbing a ladder, swinging around a pole, and pushing a door and a block of ice.[1]

The crouching trip kick (Z Button+B Button), 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.[2]

During an interview between Satoru Iwata and Shigeru Miyamoto regarding New Super Mario Bros. Wii, Iwata stated that there used to be a multiplayer function that was scrapped from Super Mario 64, likely due to hardware limitations. It was also stated that one could see Mario and Luigi meet in the corridor. This, apparently, inspired the multiplayer function of New Super Mario Bros. Wii.

Iwata: Ever since Mario Bros., you've had your heart set on making a multiplayer Mario game. You've tried each time, but it's never quite come together… Even with Mario 64, it started with Mario and Luigi running around together, didn't it?


Miyamoto: That's right. The screen was split and they went into the castle separately. When they meet in the corridor, I was incredibly happy! (laughs) Then there was also the mode where the camera is fixed and we see Mario running away, steadily getting smaller and smaller.
Iwata: Yes, that's right.

Miyamoto: That was a remnant of an experiment we did where Mario and Luigi would run away from each other but you could still see them both. But we were unable to pull it off...

In an interview between Iwata and Koichi Hayashida regarding Super Mario 3D Land, it was mentioned during a discussion about the flagpole that it was once considered to be incorporated into Super Mario 64.

Iwata: The impression the goal pole makes has a big influence over the impression that the game makes. I suppose he thought this was an area that deserved effort.


Hayashida: Later, I asked (Yoshiaki) Koizumi-san, and he said that they tried a goal pole once for Super Mario 64.
Iwata: Oh, is that so.

Hayashida: But at the time, when they thought about what was the most fun about playing in 3D, it was going to all sorts of places and looking for something, so they decided on players getting a Star.

According to Yoshiaki Koizumi, Luigi was dropped from the game because technical limitations prevented from having both him and more elaborate levels.[3]

Koizumi: This may not be a direct answer, but personally, when we made Super Mario Galaxy, I had regrets about some things. I was able to do those things in Super Mario 3D World.
Iwata: Regrets?
Koizumi: One goes all the way back to Super Mario 64. When we made the first prototype, Mario and Luigi were on a flat field.
Iwata: Both of them.

Koizumi: Yes. We ran it that way, but when we made the landforms, because of hardware limitations we had a choice between cutting Luigi or making less elaborate landforms. Then, in tears, we had to ask Luigi to leave.

The team eventually decided to put Luigi in a Mario Bros. type minigame instead, but the fact that the N64 would be sold with only one controller factored into his total removal by February 1996.[2] Reportedly, Shigeru Miyamoto also cited space limitations.[4] After the game's release, rumors started to circulate about how to unlock Luigi; however, these were all proven false.

Early builds[edit]

Pre-release screenshot of Super Mario 64, where Mario sees a Key inside of a Big Boo.
An early screenshot showing the unused Boo key.

Mario originally used the "cowboy" and "painful" yelling voice clips from the Warner Bros. Sound Effects Library as placeholder voice clips before Charles Martinet was brought in to give him his current Italian accent.[5] Bowser sounded more tiger-like. Big Boo held a key instead of a Power Star inside him. The purpose of the keys were to unlock a variety of the various doors in Big Boo's Haunt; there was even a "key counter". The upgraded Triple Jump Mario receives after talking to Yoshi in the final game is the same animation used for when Mario enters any level in earlier builds. Jolly Roger Bay used to have music that is similar to the one used in the final game. Also, the sunken ship was much different in the E3 trailer, as it was more modern, had a bridge and a funnel, and was white. The water was very white also.[5] Mario's Triple Jump resembled Luigi's backward somersault in Super Mario 64 DS. The Thwomp's grunt used to be a deep thunderous "thud". Bowser in the Dark World was only the arena where the player fought Bowser.[6] Blargg was planned to be in the game with its Super Mario World design and was loaded but not placed in Lethal Lava Land, Bowser in the Fire Sea, Wing Mario over the Rainbow. It has only one animation (in which it jumps out of lava) and its textures are unfinished, meaning it was likely scrapped early in development. Originally, if Mario were to not get on the wooden part of the slide in Tall, Tall Mountain, he would not be led to a dead end, but instead further down a slope that was not present in the final game. Whomps had a more simplistic design, having a design similar to Thwomps, but with thick eyebrows. Whomp's Fortress was originally going to be called The World of Rocky Mountain.[7] There was also a minimap, though the concept of displaying a map in-game would be passed down to its remake. Coins resembled how they appeared in past games rather than having a carving of a Star on them. When Bowser was defeated, he would leave behind multiple coins and a Power Star. The former of the two is somewhat utilized as a visual effect when defeating Bowser in either Bowser in the Dark World or Bowser in the Fire Sea. Power Stars were two-dimensional like the coins in the game and resembled the white and red stars on the title screen, and the Scuttle Bug enemies were fully 3D and mahogany colored, and had bushy, angry eyebrows and beady pupils.[8]

Unused data[edit]

Level behavior[edit]

All paintings in the game are divided into three segments, thus theoretically allowing every level except for Big Boo's Haunt and Rainbow Ride (accessed from a Boo and a hole, respectively), as well as the Metal Cap stage and the slide inside Tall Tall Mountain, to have three possible entry points and/or actions. However, in the final game, only Wet-Dry World actually uses this, to set the starting water level as part of its "water level" gimmick. Wet-Dry World's painting is also unusual in that it is divided horizontally. Every other painting is divided into three segments vertically.

It is unknown if the new paintings introduced in Super Mario 64 DS, such as the one for Sunshine Isles, have this functionality.

Enemy behavior[edit]

An unused animation of Klepto holding a "used" Power Star exists if In the Talons of the Big Bird is replayed after the Star is collected. In the final version, however, he always holds a "new" Star regardless of whether it's been collected or not. This unused animation also extends to Super Mario 64 DS and the new Star introduced in that game.

Items and objects[edit]

An unused texture of a Yoshi Egg, from Super Mario 64

Water mines (with graphics identical to spiked bombs) were going to be in a water level. Yoshi Egg graphics are stored in the game's code,[9] along with a yellow ! Switch. The presence of a Yoshi Egg seemingly implies that Yoshi was originally going to play a more prominent role in the game; however, the egg is internally named bird_egg, with bird_ being the prefix for code and files related to Hoot the owl. Additionally, an object also named bird_egg was found next to these files, revealing that the egg was actually supposed to be Hoot's egg instead of Yoshi's.[10]

There are some unused platforms in the game, such as a flat, checkered platform, resembling the two elevator platforms in Whomp's Fortress. This platform, however, does not do anything other than let Mario stand on it. Another unused platform is like the previous one, except it rotates after every couple of seconds. A cactus was found in the data for Shifting Sand Land, and frames of a flower can also be found in the Lethal Lava Land textures. It seems like both would have been used as background objects. Two early life counters were used: The first one includes a clock-like look, with a clock hand pointing at Mario's health. The second one is similar to the final counter, but it decreased clockwise instead of counter-clockwise.

An unused key icon, found in the Japanese version of Super Mario 64.An unused "Ü" icon, found in the European version of Super Mario 64. This replaced the unused key from the Japanese version. There is an unused HUD icon of the key which only exists in the Japanese version. It was replaced by a Ü in the European version and removed completely in the U.S. version.

Enemies[edit]

Small Chill Bullys, which go unused in Super Mario 64.
The small Chill Bully graphics were not used in the final game.

There was originally going to be a Blargg,[9] which is still in the game's data, that was to appear in the Lethal Lava Land, Bowser in the Fire Sea, and, although seemingly unneeded, Wing Mario Over the Rainbow. In the game, there are small and large Bullies, using two models; a Chill Bully appeared in Course 10: Snowman's Land. It also had a small and a large model, but only the large model was used. A grasshopper enemy can also be found in the data, which is named "Hopper" and has an animation where it jumps in place.[11]

An unused enemy named "Motos" was discovered in 2020 from assembled source code.[12] Its method of attack was to pick up Mario and throw him and its only weakness was to be thrown into lava themselves. The textures for Lethal Lava Land and Bowser in the Fire Sea have "motos" in the names, indicating they were meant to be staple enemies there. Bullies also have the early name "Otos" in the source code and use sounds meant for Motos, suggesting a connection, although they also have similarities to Chuckya and the Big Bob-omb. Heave-Ho appears to have based its code on Motos. References to other objects such as Bloober[13] and "Ice Motos"[14] are also present in source code assets.

Textures[edit]

Cracked Ice Texture from the game
Data-rendered model of Luigi intended for Super Mario 64, found during an asset leak in July 2020
Luigi's reconstructed character model found from a source code leak. The model is absent in the game's files.

One texture in the game is found in Cool, Cool Mountain. It is much like the ice texture that is used, but it has cracks in it. The texture probably used to be covering the water hole where the Mother Penguin is. A variation was later used in the remake, as the texture for the breakable ice pond.

In early footage, Bowser had blue eyes instead of red eyes.

A metallic Wing Cap texture exists, which would presumably be used if Mario could get both a Metal Cap and Wing Cap at the same time, but this is impossible in the final game, as no level has both.

VL-Tone (the creator of Toad's Tool 64, a Super Mario 64 level editor) found textures of what looks like a red, black and white trampoline, with a yellow "?" painted on the side. It would most likely have had the same effects as its predecessors.

On July 25, 2020, source code was leaked with unused textures and the model of Luigi. It is mostly functional, but lacks a capless variant and has less detailed shading than Mario's model, which suggests that the model was based off of an earlier Mario model used in the Shoshinkai 1995 build.[15]

Text[edit]

There is unused text that may have been spoken by a Boo: "Eh he he... You're mine, now, hee hee! I'll pass right through this wall. Can you do that? Heh, heh, heh!". This dialogue was also unused in Super Mario 64 DS, with alternate translations.

Animations[edit]

Some unused animations for Mario can be found in the game's code.[16] This includes Mario quickly putting his hat on, bending his knees while riding a Green Shell, performing a flip while in freefall, putting one hand on his head and the other on his hip, a duplicate running animation, a static sitting pose that would've been used at the end of a Ground Pound, and an alternate version of the Side Somersault where Mario flips forward instead of sideways.

Additional animations were planned, such as one where Mario would throw MIPS by the ears, but ultimately unimplemented due to time constraints.[2] Although unused, animation of MIPS falling can still be found in the code.[17]

Miscellaneous[edit]

  • A debug function stored in the game is the "level select". In the menu, some of the courses have different names (e.g. Whomp's Fortress is simply called "Mountain") and some symbols can only be seen in the Japanese game.

Gallery[edit]

Artwork[edit]

Sprites and models[edit]

Screenshots of unused elements[edit]

Pre-release screenshots[edit]

Trivia[edit]

  • A pre-release screenshot is used on the Italian rear cover of Super Mario 64. It is evidenced by the HUD, presented in its early form.
  • A pre-release screenshot is used on the board of the 2006 version of Nintendo Monopoly. This is evidenced by the colored number displays. Another pre-release screenshot can be found on the inside of the box, evidenced by the early HUD icon.

References[edit]

  1. ^ File:SM64 - Concept Arts.jpgMedia:SM64 - Concept Arts.jpg
  2. ^ a b c "Super Mario 64 – 1996 Developer Interviews originally featured in the official strategy guides" shmuplations.com. Retrieved September 10, 2018.
  3. ^ Iwata Asks: Super Mario 3D World
  4. ^ Nintendo Magazine System (AU) Issue #54, page 4.
  5. ^ a b YouTube: Old trailer
  6. ^ YouTube: Another trailer
  7. ^ An early pamphlet for Super Mario 64Media:SM64 Early Pamphlet.jpg
  8. ^ TCRF: SM64-EarlyScuttlebug.gif
  9. ^ a b YouTube: Super Mario 64 Beta Objects
  10. ^ Supper Mario Broth (April 9, 2023). "New findings have revealed that an unused object from Super Mario 64, which has for decades been presumed to be a Yoshi egg, was actually Hoot the Owl's egg instead. It is possible that it was removed to not confuse or disappoint players who expected the egg to contain Yoshi." Twitter. Retrieved May 12, 2023.
  11. ^ The Cutting Room Floor. Development:Super Mario 64 (Nintendo 64)/Models. Retrieved May 12, 2023.
  12. ^ Yoshi Milkman (July 26, 2020). Twitter post featuring screenshots of an enemy implemented by AWiseguyEh on Discord. Twitter. Retrieved July 27, 2020.
  13. ^ Super Mario 64 source code assets: TAGCODE_e_gesso referenced by include/tagdecode.h
  14. ^ Super Mario 64 source code assets: TAGCODE_e_icemotos referenced by include/tagdecode.h
  15. ^ GameXplain (July 25, 2020). L Is Real?! Massive Nintendo Leak Reveals Luigi Was Planned for Mario 64 + Ocarina of Time Beta. YouTube. Retrieved July 25, 2020.
  16. ^ TCRF: Cut Mario animations
  17. ^ TCRF: Unused MIPS animation
  18. ^ TCRF: Boo Key hue
  19. ^ TCRF: Whomp's Fortress unused platform
  20. ^ TCRF: Unused Piranha Plant animation
  21. ^ TCRF: Penguin head variants
  22. ^ TCRF: Test Platform