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

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==Beta elements==
==Beta elements==
This game was originally to be called ''[[Super Mario FX]]'', using the [[FX Chip]] and was also being planned for the [[Super Nintendo]]. [[Luigi]] may have also been said to been playable in the FX, but was scrapped for unknown reasons. In the Beta version, it would've had a numbered health bar instead of the pointed one. Many stages and bars would be different. The Thwomps would also have a scarier look and Mario would have a different [[jump]] (one that let him spin around after a triple jump in a way similar to the result of being hit by a [[Tweester]] in [[Shifting Sand Land]]). Early screenshots also show a tan Cheep-Cheep, not found in the final game. Other screenshots show a [[Pokey]] with interestingly different graphics, a skinnier [[Penguin]], and [[Princess Peach's Castle]] was different and also used darker shades of color and Lethal Lava Land is different. Mario was voiced differently (possessing a screechy, childlike voice rather than his current Italian accent), and Bowser sounded more tiger-like. There was also going to be a [[Blargg]], which is still in the game's data, that would appear in the [[Lethal Lava Land]] stage. Also, in the beta, Big Boo held a key instead of a Star inside of him. The purpose of the keys ware to unlock a variety of the various doors in Big Boo's Haunt - there was even a "key counter". Thirty-two levels were planned for the game, but only fifteen of them made it into the final product. In the game, there are small and large bullys, using two models; small and large bully models, a related species called "Chill Bully" appeared in Course 10: Snowman's Land, it too had a small and large model but only the large model was used, its possible that there were going to be small and large like in Lethal Lava Land but was scrapped. Water mines (with graphics identical to spick bombs) were going to in a water level, this can be seen trough a hack. Yoshi egg graphics are stored in the games code, this too can be seen through a simple hack. A debug function stored in the game is the "level select", in this, some of the courses have different names and some symbols can only be seen in the Japanese game. eg. Whomps Fortress is simply called "Mountain".
This game was originally to be called ''[[Super Mario FX]]'', using the [[FX Chip]] and was also being planned for the [[Super Nintendo]]. In the Beta version, it would've had a numbered health bar instead of the pointed one. Many stages and bars would be different. The Thwomps would also have a scarier look and Mario would have a different [[jump]] (one that let him spin around after a triple jump in a way similar to the result of being hit by a [[Tweester]] in [[Shifting Sand Land]]). Early screenshots also show a tan Cheep-Cheep, not found in the final game. Other screenshots show a [[Pokey]] with interestingly different graphics, a skinnier [[Penguin]], and [[Princess Peach's Castle]] was different and also used darker shades of color and Lethal Lava Land is different. Mario was voiced differently (possessing a screechy, childlike voice rather than his current Italian accent), and Bowser sounded more tiger-like. There was also going to be a [[Blargg]], which is still in the game's data, that would appear in the [[Lethal Lava Land]] stage. Also, in the beta, Big Boo held a key instead of a Star inside of him. The purpose of the keys ware to unlock a variety of the various doors in Big Boo's Haunt - there was even a "key counter". Thirty-two levels were planned for the game, but only fifteen of them made it into the final product. In the game, there are small and large bullys, using two models; small and large bully models, a related species called "Chill Bully" appeared in Course 10: Snowman's Land, it too had a small and large model but only the large model was used, its possible that there were going to be small and large like in Lethal Lava Land but was scrapped. Water mines (with graphics identical to spick bombs) were going to in a water level, this can be seen trough a hack. Yoshi egg graphics are stored in the games code, this too can be seen through a simple hack. A debug function stored in the game is the "level select", in this, some of the courses have different names and some symbols can only be seen in the Japanese game. eg. Whomps Fortress is simply called "Mountain".


During a recent interview between Satoru Iwata and Shigeru Miyamoto, it was confirmed that this game used to have multiplayer features but were removed to to hardware limitations.
During a recent 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 scraapped, likely due to hardware limiations. They also stated that one could see Mario and Luigi meet in the corridor. It is unknown however, if this was a plotpoint of some kind, or just the result of the brothers aprroaching each other. This, apparantly, inspired the multiplayer function of said game.


<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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