Super Mario 64 Hd Remake Continued Discord
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| Super Mario 64 |
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| Developer: Nintendo EAD |
Super Mario 64 is one of the best 3D plumbing simulators around and one of the three launch titles for the Nintendo 64. It introduced the third dimension to the Mario universe and revolutionized the Mushroom Kingdom.
The game is also notable for the sheer level to which it's been dissected, to the point of getting successfully decompiled and unofficially ported to PCs.
| | To do:
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Contents
- 1 Subpages
- 2 Unused Animations
- 2.1 Mario
- 2.2 Bully
- 2.3 MIPS
- 2.4 Piranha Plant
- 2.5 Ukiki
- 2.6 Koopa
- 2.7 Bowser
- 2.8 Chuckya
- 3 Unused Sounds
- 3.1 Unused Mario Jump Sound
- 3.2 Unused Trapdoor Sound
- 3.3 Unused Boing Sound
- 3.4 Unused Instrument
- 4 Unused Level Effects
- 4.1 Blizzard
- 4.2 Flowers
- 5 Unused Text
- 5.1 Blanked-Out Text
- 5.2 Boo's Taunt
- 5.3 Shoshinkai '95 Level Select
- 6 Shifting Sand Land Pyramid Explosion Cutscene
- 7 Luigi/Multiplayer Remnants
- 8 Oddities
- 8.1 Actor Group Oddities
- 8.1.1 Secret Slide
- 8.1.2 Over the Rainbow
- 8.1.3 Cool Cool Mountain
- 8.1.4 Wet-Dry World
- 8.2 Object Placement Oddities
- 8.2.1 Mystery Goomba
- 8.2.2 Dire Dire Docks Shadow
- 8.2.3 Jolly Roger Bay Ghost Ship
- 8.3 Unreachable Coins
- 8.3.1 Snowman's Land
- 8.3.2 Tiny-Huge Island
- 8.4 Level Geometry Oddities
- 8.4.1 Whomp's Fortress
- 8.5 Level Collision Oddities
- 8.5.1 Over the Rainbow
- 8.5.2 Whomp's Fortress
- 8.5.3 Tall Tall Mountain
- 8.5.4 Inside The Castle
- 8.5.5 Tower Of The Wing Cap
- 8.5.6 Castle Grounds
- 8.5.7 Whomp's Fortress
- 8.6 Object Collision Oddities
- 8.6.1 Water Level Diamond
- 8.7 Other
- 8.7.1 Unused Demo
- 8.7.2 Level 32 References
- 8.7.3 Koopa The Quick's Mouth
- 8.7.4 Castle Sequence Flags
- 8.1 Actor Group Oddities
Subpages
| | Debug Content A good amount of debugging leftovers, mostly from "YJ" (Hajime Yajima). |
Unused Animations
The names are from sm64/data/Anime/aaa in the leaked source code.
Mario
Mario has a total of 209 animations, indexed from 0 to 208. Some of these are unused in the game.
HatWaitEnd
File Date: December 26, 1995 Animation #56. This unused animation appears to be Mario putting on his hat faster than normal.
JumpStep3
File Date: August 25, 1995 Animation #81. This unused animation appears to be Mario transitioning from freefall to a forward spin. It may have been an early triple jump according to the name.
LandBoard
File Date: December 26, 1995 Animation #84. According to the iQue build's source code, it would have been used when landing from a jump on a Koopa shell.
OshinWait1, OshinWait2, OshinWait3
File Dates: February 6, 1996
Animations #98, #99, #100. "Oshin" translates to "nausea". According to the source code, it would have been related to an environmental effect, possibly standing on the ship in JRB. An animation called OshinWalk also exists in the code.
TurnCont
File Date: July 18, 1995
Animation #115. A duplicate running animation that appears to be identical to the normal running animation. According to the name, this appears to be a placeholder for when Mario circles around or when Mario is turning around quickly as it does not appear to have a file associated. TurnCont likely means "Turning Continuously" or "Turning Control".
Slipping, Slip
Slipping File Date: December 19, 1995 Slip File Date: March 18, 1996
Left: Animation #145. This is the normal sitting animation. Right: Animation #142. This unused animation appears to be Mario sitting motionless. It appears to be a duplicate of SlideEnd, but maybe to save on space? ...Perhaps this was the original sitting animation before they decided to have Mario move his arms to make the animation more visually interesting when sliding. This animation can be seen in the Shoshinkai 1995 footage.
UJumping, JumpBack
UJumping File Date: December 19, 1995 JumpBack File Date: August 23, 1995 Left: Animation #191. This is the normal side flip animation. Right: Animation #73. According to the source code, it would've been used for side flipping. This early animation (alongside an earlier version of the crouch animation) can be seen in prerelease footage given out during Shoshinkai 1995.
Bully
| | To do: Find offset for how to load in the regular non-extended US-version. |
The bullies have an unused animation for kicking. To view this in-game, replace the value in the extended US-version offset 0x882956 with 42A4 . The internal name of this animation is BackDown.
MIPS
In an official strategy guide interview, producer/director Shigeru Miyamoto revealed that "Mario was able to throw the rabbit" at one point during development. Code still exists meant for when MIPS gets thrown by Mario, which isn't possible without hacks. The code also triggers an otherwise unused animation depicting MIPS bouncing on the ground while recovering from a fall.
To view this in-game, apply the patch above to a non-extended US ROM. The only way to see the unused animation without hacks is if you use glitches to bring MIPS into the water-draining room.
void bhv_mips_thrown(void) { obj_enable_rendering_2(); o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; o->oHeldState = HELD_FREE; o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW; SetObjAnimation(2); obj_become_tangible(); o->oForwardVel = 25.0f; o->oVelY = 20.0f; o->oAction = MIPS_ACT_FALL_DOWN; } Piranha Plant
| | To do: Replace the sleeping animation with this, instead of the attacking animation. |
| In-game | Shoshinkai 1995 |
|---|---|
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This plant has an unused animation that is similar to the sleeping animation, as seen in the Nintendo Shoshinkai 1995 footage. It features the plant showing its teeth as it sleeps, although it differs from the Shoshinkai demo since Piranha Plant occasionally bobs its head like it is having a sleep reflex. The internal name of this animation is sleep_tmp. To view this in-game, replace the value at US-version offset 0x1D5DF9 with 01AAE4 .
Ukiki
The monkey has an unused animation of falling or tackling. To view this in-game, replace the value at US-version offset 0x15FDE0 with EACC to substitute the head-bobbing animation with this.
Koopa
S_run
Wake_up
Bowser
G_swing_down2
Animation #2. This is a slightly different standing up animation that includes a small bounce in the beginning.
Body_tmp
Animation #5. This is a broken animation the developers forgot to remove in the final version. It has only one joint in its animation table unlike any other.
Down
Animation #6. An unused defeat animation. The only defeat animation used is when he is flipped upside down.
Jump
Animation #8. A short jump. The only used jump animations are #9 (stop/land from jumping) and #10 (start jumping).
Chuckya
Wait
Unused Sounds
| | To do: IDs/filenames (from leaked source code if needed) |
Unused Mario Jump Sound
An unused sound for Mario jumping exists. This was used in old prerelease footage (used in E3/Pre-E3) dating to 1996 and was later used in games like Super Smash Bros. and Super Mario Sunshine.
Unused Trapdoor Sound
| | To do: Can this be fixed? |
An unused sound for the trapdoor leading to Bowser in the Dark World. It can be heard in footage of the Shoshinkai 1995 build of the game. Technically, it is used, but it goes unheard due to the object having the wrong rendering settings.
Unused Boing Sound
An unused boing sound. It may have been intended for the unused trampoline, or for Moneybags.
Unused Instrument
An unused vibraphone instrument. It was originally the main instrument used in Dire Dire Docks in E3 1996 footage.
Unused Level Effects
Blizzard
Name: "Blizzerd"
An unused, faster version of the snowfall animation, making it look more akin to a blizzard. Can be triggered in a level via the "Environment Effect" option in Messiaen's program, OBJ Importer, or setting "geo_envfx_main" to 3 in a level's "geo.inc.c" file in the decomp. It is purely aesthetic and interacts with Mario in the same way as normal snowflakes do. In the source code, this effect is referred to as "Blizzerd".
Flowers
Name: "Flower"
An unused effect that, when enabled, causes a bunch of small happy bouncing flowers to spawn around Mario, their spawn point radius dependent on his position. They attach themselves to a level's solid, horizontal surfaces. It is another purely aesthetic level effect that, much like the blizzard, can also be spawned in a level via the "Environment Effect" option in OBJ Importer. Oddly enough, the flower graphic is found among the resources for Lethal Lava Land, which in turn is due to it being grouped with the "bubble" environmental effects, which include Lethal Lava Land's bubbling lava. Setting "geo_envfx_main" to 11 in in a level's "geo.inc.c" file in the decomp triggers the effect. In the source code, this effect is referred to as "Flower".
(Source: Messiaen)
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 localized.
| 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! |
These lines are found after the rest of the Star names.
| Japanese | Translation |
|---|---|
| おいしいケーキ | Delicious Cake |
This little message is found between the lines "THE SECRET AQUARIUM" and "CASTLE SECRET STARS".
Boo's Taunt
| Original Scripts | Literal Translation | |
|---|---|---|
| Japanese | 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! |
| English | Eh he he... You're mine, now, hee hee! I'll pass right through this 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! |
| French | Hé...hé...hé... Ciao bello Mario! Moi j'traverse les murs! Tu peux le faire, toi? Hin...hin...hin... | Heh...heh...heh... Bye bye my dear Mario! I can go through walls! You can't do that, can you? Nyeh...heh...heh... |
| Chinese (IQue Version) | 哦呵呵… 你是我的了。 哼哼! 我可以安然无恙 地穿过这面墙, 你能吗? 呵呵…呵呵…… | Oh ho ho... You're mine. Hmm! I can pass through this wall without hurting myself, Can you? Hehe...hehe...... |
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 and was even translated into Chinese for the iQue Player release, it was, strangely, never translated for the German release. Interestingly, a leftover file in the source code contains older code used for the boos; based on that file, the text was originally used when the Ghost Hunt Boos were defeated.
To view the text in-game, enter the following GameShark codes:
| Version | Gameshark code |
|---|---|
| Japan | 80330420 0000 81330424 0063 |
| USA | 80331480 0000 81331484 0063 |
| Europe | 802FD640 0000 812FD644 0063 |
| Japan (Shindou) | 80310AB0 0000 81310AB4 0063 |
| iQue | 8031310C 0000 81313110 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)
Shoshinkai '95 Level Select
| 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 Koopa 1 Back PAUSE Continue? Quit? |
Located at the beginning of the game's text, in both the Japanese and localized versions of the game, are strings for a level select that was present in the playable demo featured at Shoshinkai '95. It is not the same as the functional Level Select that remains in the final game. It was likely only made for the demo, as the source code indicates that the final Level Select was finished before the Shoshinkai '95 Demo; the date is September 6th, 1995, one month before the demo.
The levels accessible from this menu were:
- Mountain - Whomp's Fortress
- Fire Bubble - Lethal Lava Land
- Snow Slider - Cool, Cool Mountain
- Water Land - Dire, Dire Docks
- Koopa #1 - Bowser in the Dark World
| | To do:
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| Map Select | Shoshinkai 1995 |
|---|---|
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| Pause Menu | Shoshinkai 1995 |
|---|---|
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To load the message overlays of the debug menu in-game, overwrite the values in the extended Japanese version at offset 0x810276 with 0800001E00C80000020087E . For the pause menu, overwrite the values in the extended Japanese version at offset 0x810276 with 03000064009600000200883C . This will replace the three-star-door "not enough stars" message with the menu overlays.
The original functionality has been "#if 0"'d out, but has been found in sm64\Message\message.sou in the leak. It works similarly to the save dialogs after collecting certain stars.
Shifting Sand Land Pyramid Explosion Cutscene
Name: "CAM_DEMO_PYLEXP"
In the camera cutscene table, there is an entry that is never called and not associated with a level. According to code labels, it was meant for the Shifting Sand Land Pyramid Explosion sequence, which in the final has no cutscene associated with it. Camera shake data exists for this cutscene, and additional data was found commented out in the Pyramid actor, likely meaning it was intentionally removed.
Luigi/Multiplayer Remnants
The decompilation and the iQue build's source code reveal some code that appears to be leftover from when Luigi was intended to be in the game.
In several files in the code, a pointer to a second player struct appears right after the pointer to Mario's struct. Within the code for handling shadows, there exists a switch-case block with two cases, one of which sets a variable to the Mario struct and the other sets a variable to the aforementioned second player struct. In the leaked source code, Model ID 2 is labeled as "Luigi". The camera for locking it is labeled as "2P camera", and it was mentioned in an interview that the fixed camera was intended for a Multiplayer Mode. A section of memory is labeled as "Luigi Animations" in the source code. However, in the final, the section is completely empty. Unused labels mention a third game mode, "Game_Mode2P". Similarly, Player 2 can still control the camera to some extent.
Oddities
Actor Group Oddities
Actor Groups consist of files in the game which contain model data for different objects. Each level has a set of actor groups assigned to it, and in a few cases, none of the objects in a file they are assigned appear in the level.
Secret Slide
The Princess's Secret Slide includes the actor group for the cap switch levels (group8 in the decomp). The group consists of the cap switch object and the unused springboard object, raising the possibility that one of these was to be included in the stage at some point.
Over the Rainbow
Wing Mario Over the Rainbow includes actor group 2, consisting of Bully and Blargg, as well as group 17, consisting of several Hazy Maze Cave actors. No actors from either group are used in the final level.
Cool Cool Mountain
Cool Cool Mountain includes actor group 16, consisting of Chill Bully and Moneybag, even though neither are used in the level.
(Source: Super Mario 64 decomp)
Wet-Dry World
Heave-Ho can be picked up and thrown if it is close enough to the water in the level; this is due to the fact that grabbing in water does not check for the ungrabbable sub-type.
void bhv_heave_ho_loop(void) { cur_obj_scale(2.0f); switch (o->oHeldState) { case HELD_FREE: heave_ho_move(); break; case HELD_HELD: cur_obj_unrender_and_reset_state(0, 0); break; case HELD_THROWN: cur_obj_get_dropped(); break; case HELD_DROPPED: cur_obj_get_dropped(); break; } o->oInteractStatus = 0; } const BehaviorScript bhvHeaveHo[] = { BEGIN(OBJ_LIST_GENACTOR), OR_INT(oFlags, (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_HOLDABLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)), LOAD_ANIMATIONS(oAnimations, heave_ho_seg5_anims_0501534C), ANIMATE(0), SET_OBJ_PHYSICS(/*Wall hitbox radius*/ 200, /*Gravity*/ -400, /*Bounciness*/ -50, /*Drag strength*/ 1000, /*Friction*/ 1000, /*Buoyancy*/ 600, /*Unused*/ 0, 0), SPAWN_OBJ(/*Model*/ MODEL_NONE, /*Behavior*/ bhvHeaveHoThrowMario), SET_INT(oInteractType, INTERACT_GRABBABLE), SET_INT(oInteractionSubtype, INT_SUBTYPE_NOT_GRABBABLE | INT_SUBTYPE_GRABS_MARIO), SET_HITBOX(/*Radius*/ 120, /*Height*/ 100), SET_HOME(), SET_INT(oIntangibleTimer, 0), BEGIN_LOOP(), CALL_NATIVE(bhv_heave_ho_loop), END_LOOP(), }; (Source: pannenkoek2012, SM64 Decomp)
Object Placement Oddities
Mystery Goomba
Two Goombas can be seen after the yellow back-and-forth blocks in the level "Bowser in the Sky". They are loaded by a "spawner object" that spawns three Goombas in a triangle. However, the third Goomba is nowhere to be found. This is because the position of the spawner object causes the third Goomba to load just off the edge of the platform, meaning that it spawns at the bottom of the stage. As such, it vanishes completely one frame after being spawned, as it's too far away from Mario for the game to draw.
This lonesome Goomba is also impossible to reach. Goombas become disabled (invisible and intangible) when Mario is outside their radius, so the whole trio despawns completely if Mario exits the radius of their spawner object. That means the Goomba is loaded, visible, and tangible for only that single frame.
(Source: pannenkoek2012)
Dire Dire Docks Shadow
| | To do: Confirm that this is in the game, and if it is, get a picture. |
The Bowser door near the submarine has a shadow behind it that should have remained visible after the door opens, but it does not.
Jolly Roger Bay Ghost Ship
There is a third copy of the ship placed above the other two, which is only around during the "Plunder in the Sunken Ship" mission and cannot normally be seen without viewing the stage in an editor or using a Gameshark code. It resembles the other two, has no collision data, and is programmed to fade the closer Mario gets to it. It was likely a reference to urban legends of ghost ships or the Flying Dutchman due to having the word "Ue" in it, which means "upper" or "above". It might also be related to the fog that disappears after "Plunder in the Sunken Ship". In the source code, it is labeled as an optional moving background object. It is also worth noting that this invisible ship is not present in the DS remake. In SM64, it is loaded but never rendered due to being manually disabled in its object code. The following cheats for the US version disable the coding that obscures the ship:
812C1CB4 0000
812C1CB6 0000
void bhv_sunken_ship_part_loop(void) { if (o->oDistanceToMario > 10000.0f) o->oOpacity = 140; else o->oOpacity = o->oDistanceToMario * 140.0f / 10000.0; cur_obj_disable_rendering(); } (Source: Celux, pannenkoek2012, DarkSpacer1, Fennecey)
Unreachable Coins
The game features a few coins that can be seen but not collected unless one uses exploits.
Snowman's Land
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.
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
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.
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 unobtainable 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)
Level Geometry Oddities
Whomp's Fortress
| Final Stairs | Unused Ramp |
|---|---|
| | |
Hidden under the stairs in Whomp's Fortress is unused geometry for a second ramp.
Level Collision Oddities
| | To do: Some of the collision oddities mentioned here and here are worth noting. |
The game uses separate polygon meshes for visual (intangible) geometry and for collision geometry in each course. They were apparently not always kept in sync during development, and so one sometimes hints at geometric features that were later changed or removed from the course altogether.
Over the Rainbow
| | To do: Add the other odd hangable ceilings from the video. |
Although never possible by the normal game's standards, Mario can hang on the starting cloud of Wing Mario Over The Rainbow. This can only be hanged on if solid ground of any kind is present under this cloud, as shown at 1:06 in the video. This oddity still exists in Super Mario 64 DS. Also shown in this video are hangable ceilings that make no sense, probably left unchanged from an earlier build.
Whomp's Fortress
As shown in daddu's video, "SM64 Janky Hitboxes," the collision for water is longer than necessary. Therefore, it can be interacted with by jumping off the side and staying close to the wall. (Shown at approximately 1:05 in the video.)
In Whomp's Fortress, the Bullet Bill's collision box is actually quite small compared to the model itself, which allows Mario to jump over it without being injured.
(Source: pannenkoek2012)
(Source: daddu)
Tall Tall Mountain
| Visible Model | Collision Model | Prerelease Image |
|---|---|---|
| | | |
In Tall Tall Mountain's slide area, there is a single rectangular polygon above the exit of the tunnel which has collision but is invisible. This is a leftover from a sign with an arrow pointing to the left that can be seen in prerelease materials. The sign texture is no longer in the files now in the final build of the game.
The large mushrooms around the outer area of the course have a straight stem mesh for their collision, but visually their stems are bent. This possibly suggests that the stems were originally straight and then edited later to make them bent. This oddity for some reason still exists in Super Mario 64 DS.
Inside The Castle
| Visible Model | Collision Model |
|---|---|
| | |
In the room of the castle where The Princess's Secret Slide is accessed, the 3 windows showing Peach extend by the same distance. Their collision geometry is cut off, however, so only one of them can have their windowsill walked on by Mario.
Tower Of The Wing Cap
| Visible Model | Collision Model |
|---|---|
| | |
The towers extend much further downward visually than their collision geometry. This means Mario can fly right through the towers at their bases.
Castle Grounds
| Visible Model | Collision Model |
|---|---|
| | |
The two spires at the back of the castle have no collision at all. This is easily noticeable in-game, since this area becomes accessible after the player has collected all 120 stars.
Whomp's Fortress
Near the top of the fortress are the remains of the ground collision that is used for the level's Piranha Plants. A Piranha Plant was likely isolated here at one point during development. Interestingly, Throwback Galaxy from Super Mario Galaxy 2 (a recreation of Whomp's Fortress) added a Piranha Plant near this spot.
Object Collision Oddities
Water Level Diamond
At 0x070184C8 in the Wet Dry World level data, a collision list for the Water Level Diamond object can be seen. However, the code for the object handles the hit detection in-code, so this list is not used.
Other
Unused Demo
The game plays a total of six gameplay demo reels in the main menu, seven in non-Japanese versions. However, in the demo data there exists an eighth demo without a header to define what level it was for. The data exists after the demo for the Princess' Secret Slide, but before where the Bowser In The Dark World demo would be in non-JP versions. Although there is speculation as to which level it was for, the best guess seems to be that it was a blooper take of a Cool, Cool Mountain demo attempt where the user attempting the demo ran into the sign by mistake and so restarted the demo recording.
The demo data can be found at the following ROM offsets:
- US: 0x57B130
- JP: 0x5790C8
- EU: 0x55D838
- SH: 0x555F50
Level 32 References
The code for the fish behavior and switch cap behavior both contain checks for if the level the object is in matches the ID for an unused course, with the ID being that of the 32nd level in memory. In the fish behavior, if the condition is met the fish do not despawn even if the game detects no water at the fish's location. In the cap switch behavior, the condition makes the game bypass checking if the switch has been activated so that the switch is always unpressed. After the gigaleak on July 25, 2020, the stage was found in the source code and was confirmed to be a test level.
Koopa The Quick's Mouth
Koopa the Quick has a red polygon in his head which is intended to simulate the inside of his mouth. This, however, is virtually never seen given the game's usual camera angle, and just how thin his mouth slit actually is. The only time this obscured piece of detailing is ever seen is right after the end of the race in the mission "Rematch with Koopa the Quick".
Castle Sequence Flags
For some reason, each floor of the castle has its own flag for music sequences. However, it always defaults to the theme for Peach's Castle, so this is never actually able to be observed in-game.
| The Mario series | |
|---|---|
| NES/FDS | Super Mario Bros. • Super Mario Bros 2. (FDS) • Super Mario Bros. 2 (NES) (Prototype, Doki Doki Panic) • Super Mario Bros. 3 |
| SNES | Super Mario World • Super Mario All-Stars • Super Mario World 2: Yoshi's Island (Prototypes) |
| Satellaview | BS Super Mario USA • BS Super Mario Collection |
| Nintendo 64 | Super Mario 64 (64DD Version) |
| GameCube | Super Mario Sunshine (Demo) |
| Wii | Super Mario Galaxy • Super Mario Galaxy 2 • New Super Mario Bros. Wii |
| Wii U | New Super Mario Bros. U • New Super Luigi U • Super Mario 3D World |
| Game Boy (Color) | Super Mario Land • Super Mario Land 2: 6 Golden Coins • Wario Land: Super Mario Land 3 • Super Mario Bros. Deluxe |
| Game Boy Advance | Super Mario Advance • Super Mario Advance 2 • Super Mario Advance 3 • Super Mario Advance 4 |
| Nintendo DS | New Super Mario Bros. • Super Mario 64 DS |
| Nintendo 3DS | Super Mario 3D Land (Demo) • New Super Mario Bros. 2 |
| Nintendo Switch | Super Mario Odyssey • New Super Mario Bros. U Deluxe • Super Mario 3D All-Stars • Super Mario Bros. 35 • Super Mario 3D World + Bowser's Fury |
| iOS, Android | Super Mario Run |
| Game & Watch | Game & Watch: Super Mario Bros. |
| Mario Kart | |
| Console Games | Super Mario Kart (Prototypes) • Mario Kart 64 (iQue Prototype) • Mario Kart: Double Dash!! (Demos) • Mario Kart Wii (Mario Kart Channel) • Mario Kart 8 (Deluxe) |
| Handheld Games | Mario Kart: Super Circuit • Mario Kart DS (Demos) • Mario Kart 7 • Mario Kart Tour |
| Arcade Games | Mario Kart Arcade GP • Mario Kart Arcade GP 2 • Mario Kart Arcade GP DX |
| Mario RPGs | |
| Super Mario RPG | Legend of the Seven Stars |
| Paper Mario | Paper Mario • The Thousand-Year Door (Paper Mario 2 Demo) • Super Paper Mario • Sticker Star • Color Splash • The Origami King |
| Mario & Luigi | Superstar Saga (+ Bowser's Minions) • Partners in Time • Bowser's Inside Story (+ Bowser Jr.'s Journey) • Dream Team • Paper Jam |
| Mario + Rabbids | Mario + Rabbids Kingdom Battle |
| Mario Party | |
| Console Games | Mario Party • Mario Party 2 • Mario Party 3 (Prototype) • Mario Party 4 (Demo) • Mario Party 5 (Demo) • Mario Party 6 (Demo) • Mario Party 7 • Mario Party 8 • Mario Party 9 • Mario Party 10 • Super Mario Party • Mario Party Superstars |
| Handheld Games | Mario Party Advance • Mario Party DS |
| Web Games | Mario Party 7: Bowser's Lair Hockey |
| Mario Sports | |
| Golf | NES Open Tournament Golf • Mario Golf (Nintendo 64, GBC) • Mario Golf: Toadstool Tour • Mario Golf: Advance Tour • Mobile Golf |
| Tennis | Mario Tennis (Nintendo 64, GBC, Virtual Boy) • Mario Power Tennis • Mario Tennis: Power Tour • Mario Tennis: Power Tour - Bicep Pump • Mario Tennis Aces |
| Strikers | Super Mario Strikers (Demo) • Mario Strikers Charged • Mario Strikers: Battle League |
| Baseball | Mario Superstar Baseball (Mario Baseball Demo) • Mario Super Sluggers |
| Mario & Sonic at the Olympic Games | Beijing 2008 (DS, Wii) • Vancouver 2010 (DS, Wii) • London 2012 • Rio 2016 |
| Other | BS Excitebike Bunbun Mario Battle Stadium • Super Mario Bros. + Duck Hunt + World Class Track Meet • Dance Dance Revolution Mario Mix • Mario Sports Mix • Mario Pinball Land |
| Dr. Mario | |
| Console Games | Dr. Mario (Prototypes) • Tetris & Dr. Mario • Dr. Mario 64 • Dr. Luigi |
| Handheld Games | Dr. Mario • Dr. Mario & Puzzle League • Dr. Mario World |
| Web Games | Dr. Mario: Vitamin Toss |
| Super Mario Maker | |
| Console Games | Super Mario Maker • Super Mario Maker 2 |
| Handheld Games | Super Mario Maker for Nintendo 3DS |
| Mario vs. Donkey Kong | |
| Handheld Games | Mario vs. Donkey Kong (Demo) • Mario vs. Donkey Kong 2: March of the Minis (Demo) • Mario vs. Donkey Kong: Minis March Again! • Mario vs. Donkey Kong: Mini Land Mayhem! • Mario vs. Donkey Kong: Tipping Stars • Mini Mario & Friends: amiibo Challenge |
| Console Games | Mario vs. Donkey Kong: Tipping Stars • Mini Mario & Friends: amiibo Challenge |
| Mario Paint/Artist | |
| Console Games | Mario Paint (Prototype) • Mario no Photopi • Mario Artist Paint Studio (Prototype) • Mario Artist Talent Studio • Mario Artist Communication Kit • Mario Artist Polygon Studio |
| Mario Bros. | |
| Arcade Games | Mario Bros. • Donkey Kong, Donkey Kong Jr., Mario Bros. |
| Console Games | Mario Bros. • Kaettekita Mario Bros. |
| Handheld Games | Mario Bros. Classic • Mario Clash |
| Luigi's Mansion | |
| Console Games | Luigi's Mansion • Luigi's Mansion 3 |
| Handheld Games | Luigi's Mansion • Luigi's Mansion: Dark Moon |
| Arcade Games | Luigi's Mansion Arcade |
| Mario's Picross | |
| Console Games | Mario's Super Picross |
| Handheld Games | Mario's Picross • Picross 2 |
| Educational | |
| Computer Games | Mario is Missing! (DOS) • Mario's Early Years (DOS) • Mario Teaches Typing (DOS) |
| Console Games | Mario is Missing! (NES) • Mario is Missing! (SNES) • Mario's Time Machine (NES) • Mario's Time Machine (SNES) • Mario's Early Years: Fun With Letters |
| Donkey Kong | |
| Arcade Games | Donkey Kong • Donkey Kong Jr. • Donkey Kong, Donkey Kong Jr., Mario Bros. |
| Computer Games | Donkey Kong (Atari 8-bit family) (Prototype) |
| Console Games | Donkey Kong (NES) • Donkey Kong Jr. (NES) |
| Handheld Games | Donkey Kong (Game Boy) |
| Wrecking Crew | |
| Console Games | Wrecking Crew • Wrecking Crew '98 |
| Captain Toad | |
| Nintendo 3DS, Switch | Captain Toad: Treasure Tracker |
| Wii U | Captain Toad: Treasure Tracker |
| Other | |
| Arcade Games | Mario Roulette |
| Computer Games | Mario's Game Gallery |
| Console Games | I am a Teacher: Super Mario no Sweater • Nintendo World Championships 1990 • Nintendo Campus Challenge 1991 • Mario & Wario • Undake 30: Same Game Mario Version • Yoshi's Safari • Hotel Mario • Super Mario's Wacky Worlds • Fortune Street |
| Handheld Games | Jaguar Mishin Sashi Senyou Soft: Mario Family • Super Princess Peach • Photos with Mario • Mario Clock |
| See also | |
| Donkey Kong • Wario • Yoshi | |
Source: https://tcrf.net/Super_Mario_64_(Nintendo_64)
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