Author Topic: The Development Of Super Mario 64 (And other Mario Games)  (Read 1246 times)


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The Development Of Super Mario 64 (And other Mario Games)
« on: January 11, 2018, 09:32:53 AM »
(I decide to make this thread because I think the development of SM64 is rather interesting, to say the least.....)

Anywho, let's get the ball rolling!

(Disclaimer: Most, if not all, of the info here was borrowed from the site The Cutting Room Floor)

(Starting with some stuff from the Prerelease article)

Development Timeline

November- 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 release date.

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 26th -The game is released overseas, in the United States.

Development Process

Shigeru Miyamoto, contrary to popular belief, didn't conceive the idea of Mario 64 from seeing the capabilities of the Super FX Chip. The chip was codenamed "Super Mario FX", but a build was never developed for SNES hardware.

    *According to Miyamoto, the Mario head on the title screen was taken from a 'prototype for Mario Paint 3D', a game which was never released but may have became Mario Artist Paint Studio 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. It also seemed that 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, as little has changed since the Shoshinkai build.) Levels were made using the Nintendo 64'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 and they took out the feature. In order to not waste their work on Yoshi, they put him atop of the castle. Unused data can be still found in the game's files however, such as an Yoshi egg, implying that they cut Yoshi very late in development.

   *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 Nintendo 64 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 LEGO, 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 (Presumably, the enemies from Tiny/Huge Island), 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.

(*That's some interesting stuff, to be honest, especially that there was once a multiplayer mode in SM64.*)

(*Next, some unused stuff in the final game's code*)

This Boo Key was shown in early footage, , where it was obtained by defeating a Big Boo. There is an still unused key symbol among the HUD textures in the Japanese version of the game. However, this was replaced with a ‹ in the European version, and removed completely from the US version.

These red and green Koopa shells feature unusual blue bottoms. They can be loaded in-game via codes or hacking, but they're completely non-functional.

Textures and coded behaviour are all that's left of this unused trampoline. It lacks a model, so the image on the right is merely a recreation of what would have looked like. While the developers coded some behaviour for it, the code doesn't work properly, and thus does not affect Mario.

Yoshi Egg

This unused Yoshi egg features a bouncing animation. It may be related to the cut Yoshi event that game director Shigeru Miyamoto refers to in an interview featured in Japan's official Super Mario 64 strategy guide:

"There was originally an event with Yoshi. We werenít satisfied with how it came out, though, so we removed it. But since it would be a waste not to use the model we had made, we included him there at the end."

The game contains an unfinished model for Blargg, an enemy from Super Mario World. It is eyeless and untextured. It has a handful of animations associated with it that show it floating in lava and jumping out.

(*About Blaarg, I spawned it using an AR code, and it actually appears, but only in Lethal Lava Land, although it's data also appears in the second Bowser stage's data, along with the secret stage, Wing Cap Mario Over The Rainbow, for some odd reason. (Perhaps it was once a lava-based level at some time?)*)

Anywho, that's part one of this post, I'll post part two soon.

(Sources) (Cutting Room Floor page) (Prerelease article)
« Last Edit: January 12, 2018, 08:46:22 AM by AugustRexplasma »


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Re: The Development Of Super Mario 64
« Reply #1 on: January 11, 2018, 11:39:55 AM »
Huh very interesting


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Re: The Development Of Super Mario 64
« Reply #2 on: January 11, 2018, 11:46:49 AM »
Thank you!


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Re: The Development Of Super Mario 64
« Reply #3 on: January 11, 2018, 11:10:46 PM »


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Re: The Development Of Super Mario 64
« Reply #4 on: January 12, 2018, 08:42:28 AM »
Part 2

The Unreleased 64DD version

While Super Mario 64 is interesting, there's a unreleased Nintendo 64 Disk Drive version that's just a bit more interesting.... Mainly due to the rumors circulating that SM64 Disk Version was once going to be SM642, instead of merely a tech demo showing off the 64DD's then-revolutionary processing power.

Other than a few interesting leftover images in the game's code, it's exactly like the N64 version, except, due to the fact that it's unfinished, it tends to crash in some of the later levels, particularly Tiny-Huge Island and Wet-Dry World.



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Re: The Development Of Super Mario 64 (And other Mario Games)
« Reply #5 on: January 12, 2018, 09:47:26 AM »
Part 3

Super Mario Sunshine

(Unused Objects/Enemies)

Ice Cream Cart
Found in test11.szs\scene\mapobj\yatai.bmd. Not only is this seen in the test level, but it also made a very brief appearance in the Spaceworld 2001 trailer. The canopy is functional, meaning you can jump off of it like a trampoline. Mario can also go through the handle which will result with him being in the ice cream cart. It could be that at one point Mario was able to push the cart but as the cart's wheels have no animations for moving, in addition to the glitchy nature of walking through the handle, this suggests that the feature was scrapped early. The concept of a mobile trampoline is nothing unheard of since there is a blue springboard in Noki Bay that Mario can carry around in the final game.

(The one above is the model, to it's left is the animation)

Found in test11.szs\scene\hinokuri2.

This large enemy was seen in the game's reveal trailer at Spaceworld 2001. Its name means "Fire Chestnut" (due to its appearance). The actor for it still works, but the model does not render properly due to it being made for a much older version of the engine. It stomps around, shaking the ground and spawns Strollin' Stus and eggs containing Goobles from the cone-like nozzle on its rear. Strangely, Mario will lose some water when he is hurt by the unused enemy. Given that the life meter also appears to be the water meter in the Spaceworld 2001 trailer (see images above), this feature is likely a leftover.

(The first two images are from the Spaceworld 2001 build, while the third is it's appearance in the final game.)

The outer layer of its head can be popped by squirting water at the third eye (!) on the top of its head, after which it will stop spawning enemies. It walks towards the origin of the map (X=0, Y=0) and if it touches a wall, it falls through the ground. It also has animations for diving into water, with some even having their own unique sound effects, although some of them seem to have been overwritten by sounds related to Petey Piranha, Blooper, and Il Pianitssimo. Unlike other actors, the object cannot be resized via the scale parameters in the map data.

The "2" in its filename indicates that there were at least two versions of the enemy, which is supported by the fact that there are enemy parameter files for both hinokuri and hinokuri2 in Delfino Airstrip's map. Even more interesting is that the hinokuri parameter file has entries with "boss" in the name: BossFirstAppear, BossAppear, BossFirstAppearTimeMax, BossHideTimeMax, and BossGravity. These indicate that either hinokuri is a boss version of this enemy or an alternate version involved in a boss fight.

A related model is a skull-like mask with horns that fits over its bulbous head. It has animations for rattling and splitting in half. Certain levels actually cause the enemy to wear this when spawned.


A paper-thin living drawing of a Goomba, found in the files for Pinna Park. It has only one texture, so all of its animations are achieved through the movement of the model. It was used as a test character, as indicated by the actor list. In fact, it has three entries in the list, which refer to it as "typical enemy", "test enemy", and Goomba. It can be found under the clam ride in any episode that lets you enter the Park's walls. It is just under half the height of Mario, and shocks him when jumped on. Due to its location, it is difficult to interact with.

(Mystery of the Delfino Express)

The Japanese version of the game contains an extra ARC that was removed from later releases, named message.szs. Its only contents are two message files, named station.bmg and system.bmg. One contains a list of stations and harbors for the levels, while the other contains dialogue for buying tickets and getting them stamped. As a number of the locations listed are landlocked, it must be concluded that these files belong to a scrapped train system for the island. Given the locations listed, this would have been the primary means of accessing levels in the game. Strangely, Pinna Park is among the listed locations, as are several other presumably island locations. This implies that either there was a bridge to Pinna Park, the train is a subway, or that Pinna Park was not always on the tail island.

The actual list is in Japanese, so the translated names are listed below. Notice that this list is very similar to the list of levels given in the unused title screen menu, except that Lighthouse Island is new. In the final game, the only lighthouse on the island is in Delfino Plaza. Strangely, Sirena Beach and Hotel Delfino are separate destinations in this list. In the final game, Hotel Delfino is located at Sirena Beach.

ドルピックタウン駅   -Dolphic Town Station
リコハーバー駅   -Rico Harbor Station
ビアンコヒルズ入り口   -Bianco Hills Entrance
マンマビーチ駅 -Manma Beach Station
シレナビーチ駅   -Sirena Beach Station
ホテル デルフィーノ前   -Hotel Delfino Exterior
ピンナパーコ駅   -Pinna Park Station
ホテル ラクリマ前 -Hotel Lacrima Exterior
マーレビレッジ港   -Mare Village Harbor
モンテビレッジ駅   -Monte Village Station
エルトロック駅   -Eruyt Rock Station
軍艦島(仮)港   -Gunkanjima (Temporary) Harbor
炎の神殿(仮)前   -Fire Temple (Temporary) Exterior
灯台島(仮)港   -Lighthouse Island (Temporary) Harbor
コロナマウンテン入り口- Corona Mountain Entrance

(Unused Goop Function)
Previously seen in promotional footage, Mario's entire model could be covered in goop, excluding his eyes.

Unused Multiplayer Scene ID

It would appear that at some point there was a multiplayer mode planned for the game: a function called SMS_isMultiplayerMap exists within the code.

When the scene ID is changed to what the function is looking for, 0x0C00, the area's camera will use an unused multiplayer behavior.

If Shadow Mario is present, the camera will zoom out to show both him and Mario at the same time. The camera is very buggy; it will sometimes go right through the level geometry, and moving the C-Stick will make a very subtle movement, but not enough to rotate the camera. If Shadow Mario is despawned, the camera will zoom onto Mario and remain there.

If Shadow Mario is defeated in a scene with this ID applied, he won't disappear or trigger an event like he normally does. Instead, he will run to his nearest node point and stay there without reacting to Mario's presence.

(Unused Multiplayer Pickup Function)
There is an unused multiplayer feature that allows Mario to pick up Shadow Mario and vice versa. For it to be enabled, collision must be applied to the EnemyMario and EMario actors.

Shadow Mario HP Meter
Shadow Mario has a function called "drawHPMeter". If its timer is set to something other than 0, a HP meter will display for that amount of time if he takes damage.

(What's interesting is that a ROM hack called Super Mario Sunshine multiplayer uses these very behaviors, along with the unused camera angle. Weird,huh?)



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Re: The Development Of Super Mario 64 (And other Mario Games)
« Reply #6 on: January 12, 2018, 11:47:20 AM »
Huh that's pretty interesting to hear about Mario sunshine


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Re: The Development Of Super Mario 64 (And other Mario Games)
« Reply #7 on: January 12, 2018, 12:05:32 PM »
I'm particulary in HinoKuri and it's skull-like mask, to be honest


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Re: The Development Of Super Mario 64 (And other Mario Games)
« Reply #8 on: January 12, 2018, 12:07:12 PM »
That, and the scrapped multiplayer behaviors


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Re: The Development Of Super Mario 64 (And other Mario Games)
« Reply #9 on: January 12, 2018, 07:19:42 PM »
Wow, I only played Super Mario 64 in DS version. There are so many interesting things


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Re: The Development Of Super Mario 64 (And other Mario Games)
« Reply #10 on: January 12, 2018, 07:19:50 PM »
well that thing is interesting


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Re: The Development Of Super Mario 64 (And other Mario Games)
« Reply #11 on: January 16, 2018, 11:10:14 AM »
Luigi's Mansion

(Luigi's Mansion is technically a spinoff, but it's a good game nonetheless)

Unused Models


The model elh is a tall, faceless, twisting creature. According to the entries, it was compiled a month after Luigi's Mansion appeared at E3. It has six animations, including some related to water and fire. It has no textures, nor any UV maps that would support textures, meaning it either relied entirely on shaders, particles, or never reached the texturing phase. Elh has four particle effects dedicated to itself.

elh.szp/1.10/Tue Jun 19 01:22:48 2001/-kb/ (File's name and date of creation)


(First image is the bmario model (unused), and second is the used one (dmario))

The file bmario is a second model of Mario, stretched to Luigi's proportions and equipped with back straps for the Poltergust 3000. The geometry of the model is simpler than Mario's final in-game model. The model has the majority of Luigi's animations.

The model's true purpose is unknown, but it may have been involved in a boss battle or a bonus feature, as indicated by the "b-" prefix in its file name. It is also possible that it could have been part of a scrapped multiplayer mode, or just a developer in-joke.

Unused Animations

Choking/Poisoned Animation

Within Luigi's animations appears to be a variation of the same animation used for when Luigi is being held by the Grabber Ghosts. It is also interesting to note that the choking animation is internally called 'poisoned' and that he holds himself while choking, showing an unused depressed eyes texture, Luigi's cheeks are slightly fatter, and he slaps his neck at the end of the animation. It is quite possible this was the original animation used when he came in contact with a poisonous mushroom.

E. Gadd's Lab Oddities

Using an Action Replay code, it is possible to control Luigi in the main room of E. Gadd's Lab. The room is larger than it appears to be, and several things suggest it was once a playable area, rather than merely part of a cutscene:

*It is recommended to start a new save file if the code is active. The code will not execute if you have a save occupying a file slot.

*There are two doors, neither of which can be opened. One can barely be seen normally, while the other is never seen.
The unseen door leads to the Training Room, which ended up being an option on the menu.

*If using an animation editor on Luigi, one can press the A button and Luigi will become stuck with either door. One could theorize that the coding for the doors is residual and was removed very late in development.

*Behind E. Gadd is a ladder. It might look like a decoration, but it can actually be climbed to a certain extent. Once you hit the apex of the ladder, you will fall down and land close to E. Gadd.

*E. Gadd's Lab has a minimap, normally visible from the Game Boy Horror in the same manner as the one for the mansion. The only two places you can view it from are the Training Room and the Gallery, since you don't have control of Luigi in the other parts of E. Gadd's Lab.

*If Luigi lands on E. Gadd's head, he will act as if he is in a cold environment.

*If you look away from the room, you will see a lone coin in the dark abyss with the spinning motion from past Mario games

Unused Areas

Test Map (Map0)

Can be accessed by an Action Replay code (see below). From the looks of it, the first room is heavily based upon the Foyer. There is a room to the left of Luigi, containing one of the Floating Whirlindas. Unfortunately, scanning the male's heart will freeze the game. Also, you can't capture him, as the trigger for activating the two ghosts doesn't exist within the test level.

In the main room is the painting of Mario after Bowser and King Boo are defeated (which does nothing when you get close to it), Shivers the Butler (if you haven't already captured him on the save file you're using), Toad (who does nothing), King Boo without his crown, submerged into the floor, and Luigi's arm used for the closeup shots. The fire in front of Luigi can be put out with water element shots (use an element modifier code since there's no water elements around), as it's the same fire used to block the exit from the Kitchen. The room looks like a cheap replica of the first room in the main game.

A room to the right contains another King Boo. However, walking in front of him will immediately crash the game; this probably can only be repaired by a hard reset. If King Boo is removed from this room, the event for when Luigi finally confronts him in the Secret Altar will play, albeit with a crash right before the final battle should start. The room ahead of the test map's foyer consists of multiple tables. Luigi can walk through most of the tables, implying that the collision data was never completed in this particular section of the test map.

Leftover Early Gallery (Map5)

This map can be accessed by an Action Replay code. This looks relatively similar to the other early gallery, except for one major difference: it is much longer. This could have meant that at one time they may have had more portrait ghosts planned, which would have made the game longer. The doors, however, seem to be in the same position as the previous map, despite this map having its own file for objects.

Using another replacement code to replace the original with this gallery, all ghosts are present.

Even Earlier Gallery (Map8)

This map can be accessed by an Action Replay code.

This is perhaps the earliest version of the Gallery leftover on the disc, even earlier-looking than the other early galleries accessible via Action Replay, or "Map7". The textures are massively different. This gallery is a slight bit longer than Map7's gallery, and no statues are present in the room, unlike the Boolossus unicorn statues that are in the two previous leftover gallery maps.

Surprisingly, E. Gadd appears in this map, but you can't talk to him, as he does nothing. What is very strange is that E. Gadd does not appear when using the Action Replay code. The doors are in the same position as the last two maps, and the room with the King Boo painting is the same from its appearance in the other galleries (Map7 and Map5). Because of the lanterns and the texture of the wall, this map might originally have been intended to have more of a crude and 'underground' look, rather than bright and flashy. Some of the textures, such as the brown wall, can be found in the training room. That could mean the Training Room was made around the same time as this version of the Gallery and was never changed. The model of the holes with dirt inside them, not shown in the photo, is also found in the training room.

Using another replacement code to replace the original with this gallery, the ghosts Vincent Van Gore and Boolossus are not present.

Japanese-Exclusive Differences

The Japanese version has a lot of very interesting and odd changes, some of the things listed here were implemented into the North American release, some were bizarrely removed. The game was potentially rushed so that it would release on time with the Japanese release of the GameCube.

Some audio sequences are delayed or won't play at all. This is either intentional or a bug. Sequence delay is more noticeable in area boss fights (e.g., Bogmire and Bowser battles).

The music's tempo randomly speeds up at certain points. It's possible the audio sequences aren't hard-locked to the game's framerate (which is 30FPS if it's NTSC-J/U).

The Conservatory's music will continue to loop over and over until the player leaves that room. In the international releases, it would segue into the outside mansion theme.

Some text boxes appear a fair bit later. This is more noticeable if the player collects Mario's lost items. This does not affect gameplay, however.

The music sequences don't reset properly when you go into a newer area (like outside or back into the mansion), making the music sound really weird at times.

Portrait ghosts lack their own music for when they're being captured. In the international releases, a sequence was made specifically for when they're being sucked up.

Luigi only has one sound for when taking damage (as stated above). This was changed when the game was released to other regions.

In the options menu, the option to view the Pikmin trailer is entirely absent from the menu.

The sound used for the rocking horses flying toward Luigi during the battle with Chauncey is different from the one used in the international versions.

The music that plays when Luigi fights the Shy Guy Ghosts is not present; the room doesn't even have background music at this time.

If one were to exit a mouse hole (which are used to access secret rooms or Spooky's doghouse), the sound of a door losing its barbwire is played, but ends prematurely. This seems to only exist in the Japanese version and it's understandable why they would remove it.

The 'panic' music that plays when Mr. Luggs gets angry with Luigi is not present.

The music in the Observatory is different.

Luigi whistles in the Secret Altar, which he does not do in the international versions.

In the ending when Mario shoots out of the Ghost Portrificationizer and hits Luigi, there is a sound effect absent shortly after the impact before Luigi says "Mamma-mia" which is present in later versions.

Some story elements are completely different from the English localization. For example, in the Japanese version, it is stated that the mansion is being used by Professor E. Gadd for research. However, in the English localization; E. Gadd tells Luigi that the mansion appeared only a few days before he arrived at the haunted manor.

The falling ice picks in the cooler room take away 20 HP in the Japanese version, while in the international versions they take away 40 HP.

European-Exclusive Differences

Hidden Mansion

The European version of Luigi's Mansion has an entirely different Hidden Mansion mode: Everything is mirrored left to right, some ghosts that appear later in the game will now appear earlier, and Boos are more agile and difficult to suck up with the Poltergust.

Other differences in the European version of Hidden Mansion include:

*Chauncey's rocking horses are harder to avoid, since they are larger, zigzag towards Luigi, and travel faster than in the normal Mansion and Chauncey stomps around the crib a lot faster.

*In the Bogmire battle, when he appears you get a shorter time to capture him before he disappears.

*During the Boolossus battle, when trying to "pop" him, there is a small cutscene where Luigi hops on the Poltergust and you must ride around on it, making controlling Luigi harder.

*In the King Boo and Bowser battle, Bowser's bombs sometimes have a shorter fuse.

*Boos have different HP, and forty-five Boos are required to reach the Secret Altar, the final room of the game.
Most Boos have more HP, although some have less.

*There are fewer health pickups. Locations that always had hearts in the Normal Mansion no longer have them. Hearts that heal 50 HP are much rarer.

*Rooms are now darker; this, however, is only as dark as in the Japanese/US version of both mansions, the normal European mansion being lighter.

*There are more normal ghosts around the mansion. For example five ghosts rather than three fight Luigi in The Artist's Studio.

*Speedy Spirits and Gold Mice always give up a Silver Diamond when caught, adding an extra 50,000,000G to the maximum possible amount of money. Each Silver Diamond is worth 2,000,000G. In the European Hidden Mansion there are 30 Silver Diamonds as opposed to 5 Silver Diamonds in the European Normal Mansion and other versions. This means that it's only possible to get an A rank in the Hidden Mansion since in the European version 150,000,000G rather than 100,000,000G is required by the end of the game to get an A rank.


Spaceworld 2000

Luigi's Mansion is one of many games that appeared at Spaceworld 2000's sizzle reel. A compilation of games consisting of high-quality FMVs boasting how much of a powerhouse the GameCube was said to be. There is also an extended FMV of Luigi entering the mansion, walking in the dark, looking at the fourth wall, and then looking back to see an undefined ghost appear right in front of him. The ghost shows off its set of teeth, which scares Luigi out of his mind. Two other ghosts had likely seen the antics and decide to join in on the fun. Then there are ghosts playing a game of Poker or some sort of illegal activity. The rest is pure speculation by this point. An FMV is floating out in internet limbo. Interestingly, the second screen is actually used as the pause menu image in the final game. (Some of the FMV was recycled in the E3 2001 trailer, hence the E3 marks on some of the images.)

The other portions of the FMV that exist in the public eye is Luigi being chased by the ghost. Luigi slides down the banister to evade the ghost, the chandelier falls, he screams, and then he is surrounded by a circle of weird-looking ghosts that all each sport a pompous nose.

E3 2001

Luigi's Mansion made an appearance at E3 in 2001. The game was shown off during Nintendo's press conference and it seemed to appeal to the crowd! The game has a number of differences compared to its final counterpart. The gameplay remained constant aside from the Poltergust 3000 having the ability to overheat and Luigi's max health could be drowned to 50HP if he was scared by a specific hallway ghost. Other content such as the music was arranged differently, sounding more eerie and synthesized as opposed to the final theme. This can be the more confusing portion of the article to understand. There are a few rumors that flounder around the E3 build of LM. Some say that Luigi has 24 hours to save Mario; if he didn't, Mario would disappear and Luigi would turn into a zombie. Not true, definitely not; no information on this subject exists.

The E3 2001 trailer shows off two builds throughout the trailer. Mainly just simple texture changes like the portraits in the Parlor. This particular trailer also does not show off the coin counter as part of the HUD. However, the coin counter ended up making it into the floor demo.

Trailer Differences

  • The ball ghosts bouncing around in some of the rooms were replaced by Boos in the E3 build.
  • There is no appearance of a coin meter in this trailer
  • The textures for the portraits in the Parlor/Living room change from the Victorian Ghost to the Mozart-esque Ghost.
  • The trailer utilizes footage from the Spaceworld 2000 FMV.
  • Area 4 is shown off in the trailer, and the doors have different textures. This particular area isn't seen in the demo, only within screenshots from Nintendo.
  • The music in the trailer sounds slightly different compared to the E3 demo counterpart, most likely due to the E3 demo using sequenced audio.
  • When Luigi enters the mansion, he does not have a flashlight. This could be part of the original opening.
  • Animation for bring up the GBH is different and much slower, could have been a pause menu at some point in time.
  • Most of the audio is different from the final game, which was likely all down to the person in charge of doing the audio mixing for the trailer.



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Re: The Development Of Super Mario 64 (And other Mario Games)
« Reply #12 on: January 16, 2018, 12:32:03 PM »
Super Mario 64 - Disk version (found Nintendo 64 Disk Drive game; 1996)

(Disclaimer: This info is from the Lost Media Wiki)

Super Mario 64 is a 1996 3D platforming game that was the first Super Mario Bros. game to be in 3D and was the launch title for the Nintendo 64. It was a huge success and popularized the trend of 3D platforming games.

Production of the N64DD

A few years later, Nintendo released an add-on to the Nintendo 64 called the Nintendo 64 Disk Drive, or Nintendo 64DD for short. The add-on would have utilized magnetic disks instead of the standard game cartridges. It was a massive failure and was never released outside of Japan. Because of this, several games and expansion packs in development for the 64DD were subsequently cancelled, including a sequel to Super Mario 64 simply titled Super Mario 64 2.


Little is known about Super Mario 64 2 except that it would have the same graphics and style as its predecessor and that Luigi would have been playable as well. There is reportedly a demo of this concept, but there are neither any legitimate images or videos of this. While Super Mario 64 2 was never released, Super Mario 64 DS can be seen as the fruition of these ideas.

While a full realization of these concepts hasn't been found, footage of a 64DD disk of Super Mario 64 had surfaced in 2014. The only real noticeable differences between this and the original game are better textures, different castle music, slightly longer loading times, and buggy encounters with the Wiggler boss in Tiny Huge Island. It's unknown if any further development of this was made or if it's even the "actual" sequel, but it's speculated that the game found was actually just a tech demo for the 64DD that Nintendo made and showed off to the press to show the hardware's potential.


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Re: The Development Of Super Mario 64 (And other Mario Games)
« Reply #13 on: January 17, 2018, 01:42:03 AM »
Huh Luigi's Mansion spiked my interest


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Re: The Development Of Super Mario 64 (And other Mario Games)
« Reply #14 on: January 17, 2018, 09:17:52 AM »
Super Mario 64 DS

Unused Areas

Test Maps

There are two test levels in the game. The levels don't have proper star select screens, so they just display text from other parts of the game. The names for the unused maps come from the crash debugger/map select and model/directory names, respectively.

Test Map (test_map)

This is where the real meat is. Lots of stuff used for terrain and object testing, as well as general level testing stuff.

The checkerboard textures from Super Mario Sunshine's debug room make their third appearance here. They must really get around.

There are some tiles in the top-right corner of the map with Japanese characters. Each one exhibits the corresponding ground type's behavior when stepped upon:

Top Row - 雪 (Snow), 花 (Flower), 氷 (Ice)
Middle Row - 水 (Water), 土 (Soil), 木 (Wood)
Bottom Row - 岩 (Rock), 砂 (Sand), 草 (Grass), 無 (Nothing)

(First is a bird's-eye view, second is from the side)

Onimasu Test Map (test_map_b)

This level mostly consists of a flat checkerboard plain with a bunch of Tox Boxes trundling around. This map was used for testing them as the name "Onimasu" (オニマス) is the Japanese name for Tox Box.

There is also an icon for the spiked balls from the Bowser battle in the top left corner of the map.

Original Peach's Room

In the original game, the room containing The Princess' Secret Slide is a small hexagonal room with a sign and three stained-glass windows of Peach. The DS remake replaced this with a much larger room in a separate map with the sign, two stained-glass windows - with the one on the right warping to the slide, doors that allow you to swap characters, and a door going to Peach's Rec Room.

Despite this, the original room is still a part of the castle model, complete with the sign and Secret Slide warp, though most of the textures are incorrect and it doesn't have any collision. The sign has the same settings as the final room.

By removing the warp behind the door in the foyer that goes to the map containing the new room, setting the door so it goes to area 6 (the area the original room is in) and adding collision data, the player can enter it.

In the early room, the setting of the exit that defines the entrance the player returns to after losing a life or getting a star is set to entrance 0x00 - standing on the center of the main castle floor, which is also used when the player exits a level via the pause menu. In the final room, the exit is set to entrance 0x0 - falling down to the center of the main castle floor, which is also used for when you lose a life or get a star in the "? Switch" level. The warp is also smaller in the early room, to fit the smaller window.

Cap Blocks

The game contains three M/L/W blocks that give the corresponding character's cap when hit. These objects work perfectly, but are unused in the final game. However, they can be found in the Test Map. They won't release anything unless the character is already unlocked, or the cap object exists in the level via object 254.

Red Koopa

This Koopa shows different behavior than the standard green version. He runs into the player rather than fleeing from them, though he doesn't hurt the player. When knocked out of his shell, he will try to re-enter it. When defeated while shell-less, he gives a blue coin, just like green Koopas.

The shell obtained from knocking a Red Koopa cannot be ridden or picked up. The player can kick it to launch it in one direction; it then continues following a straight line, knocking out enemies in its path, until it crashes into a wall and disappears in a puff of smoke. If Yoshi eats a red shell, he can spit fire.

Red Koopa Troopas can be added to a level by changing a Koopa's Parameter1 to 0x0001.

Unused Object Behaviors

*Some enemies have a behavior for touching the character when they are huge, even if you cannot become huge in that level. Sometimes it is just how they react to metal characters, but sometimes they have a unique behavior for the powerup (mostly just being destroyed).

*Princess Peach, as she appears in the ending, has a behavior for being talked to; you can do this by placing Peach in a map with a level editor and going up to her and pressing A or B. When talked to she goes into her default pose of standing completely still and upright, which looks quite awkward, and says the same lines Bowser says at the start of the final boss battle. This does not necessarily mean that you could have talked to Peach at some point in development; the behavior could just have been put there for some technical reason. Peach also has animations for running, being idle, and jumping, possibly indicating a scrapped playable role.

*The Ice Block, Pushable Block, CCM Ski Lift and CCM Ice Sheet can be smashed by players in giant form. The CCM Ski Lift breaks up into Brick Block shards, like the Rolling Log object (and Brick Block) does, but the Ice Block and Pushable Block have their own unique shards. The CCM Ice Sheet has to be ground-pounded and smashes the same way as when Wario ground pounds it, which is the used scenario.

Unused Entrances

Most levels have four entrances grouped around their starting point, out of which only one entrance is used for single-player levels, leaving the other three unused. The exceptions are the character painting levels and the Play Room, which suggests that they were created late in development.

Early footage saw multiple players in Bob-omb Battlefield.

The presence of the unused entrances indicates that the full 4-player mode was scrapped after most of the levels were already made, which is actually not that early in the game's development cycle. Since Super Mario 64 DS was one of the console's launch titles, it is quite probable that the cooperative mode was scrapped due to lack of time to finish it. Or simply due to technical constraints; note that Super Mario 64 DS is one of the rare games that includes Download Play but not multi-card play.

In the final game, it was replaced by a competitive game limited to scaled-down versions of four small courses.

It's worth noting that a full-game multiplayer mode was, according to some interviews, planned for the original Nintendo 64 game (and its cancelled 64DD expansion), using the split-screen variation. It appears that they originally intended to revive the concept in this remake.

Naming Oddities

VS Painting Room

The model data for the room where the Yoshis jump into a painting in Vs. mode is named e3_start_map_r00.bmd. E3 likely stands for Electronic Entertainment Expo; presumably, the room was originally created for the demo version of the game shown at E3, and then kept around and reused in the final version.



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