- Mario 64 You Cheated Not Only The Game Last Night
- Mario 64 You Cheated Not Only The Games
- Mario 64 You Cheated Not Only The Game Tonight
- Mario 64 You Cheated Not Only The Game Online
- Mario 64 You Cheated Not Only The Game Full
- Mario 64 You Cheated Not Only The Game Show
- Mario 64 You Cheated Not Only The Game Play
I personally consider Super Mario Galaxy the best (3D) Mario game. First and only time I tried 64 was the DS version, which in all cases is considered the superior version. Didn't care much for it.
Please report any issues on Discord.
This is a sub-page of Super Mario 64 (Nintendo 64).
To do: add Dennis's info |
Several debug menus and tools remain in the final game. These can be activated via hacking or GameShark codes. Because some characters in the font used for the debug text were overwritten for the North American release, players using this version to test out debug features will find a few letters don't display properly.
- 1Classic Debug Display
- 2Complex Debug Display
- 2.2Options
- 7Level Select
Classic Debug Display
This debug menu was one of the first found in-game with the use of a GameShark. It displays information on Mario's angle, speed, and action, as well as memory info.
Access
To enable the classic debug display, enter the appropriate Gameshark code for your version of the game.
Japan | USA | Europe | Japan (Shindou) | iQue |
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Items
Label | Meaning | Description |
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ANG | Angle | The steepness of the floor Mario is standing on. |
SPD | Speed | Mario's current speed. |
STA | State | Mario's current action (in hex). Shows only the 9 least significant bits of a 32-bit value. |
MEM | Memory | Current RAM usage. |
BUF | Buffer | Size of the display list buffer. |
Complex Debug Display
This more comprehensive debug display depicts everything from map information to the current number of loaded objects.
To do: Add yoshielectron's info. |
Access
To enable the complex debug display, enter the appropriate Gameshark code for your version of the game.
Japan | USA | Europe | Japan (Shindou) | iQue |
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Options
D-Right - Map Info
Press D-Right to display the 'MAPINFO' screen.
Option | Meaning | Description | Notes |
---|---|---|---|
AREA | Area | What cell of the collision grid Mario is in. | |
WX | World X | Mario's current X coordinate. | |
WY | World Y | Mario's current Y coordinate. | |
WZ | World Z | Mario's current Z coordinate. | |
BGY | Boundrary Ground Y | Y coordinate of the ground below Mario. | |
ANGY | Angle Y | Y angle of the ground below Mario. | |
BGCODE | Boundrary Ground Code | Type of the triangle below Mario. | Terrain types can denote slipperyness, camera mode, special properties (sand, snow, wind, water flow), special triangles (painting entrances) |
BGSTATUS | Boundrary Ground Status | Status bits of triangle below Mario. | 1 means the triangle is part of an object, 2 means the camera won't collide with this triangle. 3 means both apply. |
BGAREA | Boundrary Ground Area | Which room the floor triangle belongs to. | In the castle, Hazy Maze Cave and Big Boo's haunt the area is split up into rooms which are defined by this property of triangles. |
DPRINT OVER | Debug Print Overflow | Appears when text doesn't fit on the screen anymore. | |
WATER | Water level | Y coordinate of surface of water if Mario is standing or swimming in it | Only appears when you ensure DPRINT OVER doesn't happen |
OBJ | Objects | Number of objects currently loaded. | Only appears when you ensure DPRINT OVER doesn't happen |
D-Down - Stage Info
Press D-Down to display the 'STAGEINFO' screen.
Option | Meaning | Description | Notes |
---|---|---|---|
STAGE PARAM | Stage Parameter | At what time you entered Tick-Tock Clock. | 0 means that the long hand was pointing to 3, resulting in slow time; 1 means that the long hand was pointing to 9, resulting in fast time; 2 means that the long hand was pointing to 6, resulting in things moving at random; 3 means that the long hand was pointing to 12, resulting in a still stage. |
OBJ | Objects | Number of objects currently loaded. |
D-Left - Effect Info
Press D-Left to display the 'EFFECTINFO' screen.
Option | Meaning | Description | Notes |
---|---|---|---|
A | ? | Currently unknown. | Value does not seem to change. |
A0 | ? | Currently unknown. | Value does not seem to change. |
A1 | ? | Currently unknown. | Value does not seem to change. |
A2 | ? | Currently unknown. | Value does not seem to change. |
A3 | ? | Currently unknown. | Value does not seem to change. |
A4 | ? | Currently unknown. | Value does not seem to change. |
A5 | ? | Currently unknown. | Value does not seem to change. |
A6 | ? | Currently unknown. | Value does not seem to change. |
A7 | ? | Currently unknown. | Value does not seem to change. |
OBJ | Objects | Number of objects currently loaded. |
D-Up - Check Info
Press D-Up to display the 'CHECKINFO' screen. This screen shows info related to collision checking.
Option | Meaning | Description | Notes |
---|---|---|---|
AREA | Area | What cell of the collision grid Mario is in. | |
DG | Data Ground? | Amount of floor triangle checks / such triangles in Mario's area. | Two columns |
DW | Data Wall? | Amount of wall triangle checks / such triangles in Mario's area. | |
DR | Data Roof? | Amount of ceiling triangle checks / such triangles in Mario's area. | |
LISTAL | List Area Length? | Amount of triangle nodes loaded. | |
STATBG | Static Boundraries | Amount of level triangles loaded. | |
MOVEBG | Moving Boundraries | Amount of object triangles loaded. | |
NULLBG | Null Background | How often a floor-check couldn't find a triangle this frame. | |
OBJ | Objects | Number of objects currently loaded. |
L - Enemy Info
Press L to display the 'ENEMYINFO' screen.
Option | Meaning | Description | Notes |
---|---|---|---|
B | ? | Currently unknown. | Value does not seem to change. |
B0 | ? | Currently unknown. | Value does not seem to change. |
B1 | ? | Currently unknown. | Value does not seem to change. |
B2 | ? | Currently unknown. | Value does not seem to change. |
B3 | ? | Currently unknown. | Value does not seem to change. |
B4 | ? | Currently unknown. | Value does not seem to change. |
B5 | ? | Currently unknown. | Value does not seem to change. |
B6 | ? | Currently unknown. | Value does not seem to change. |
B7 | ? | Currently unknown. | Value does not seem to change. |
OBJ | Objects | Number of objects currently loaded. |
Debug Resource Meter
This function causes coloured bars to appear along the bottom of the screen, which serve as a visual representation of the time different threads take. The bottom four bars are for reference and each mark 1/60 of a second. On top, the time of the audio thread (red), game logic thread (yellow) and video thread (orange) are plotted. When the top bars reach the orange reference bar, processing the frame took longer than 1/30 of a second and a lag frame is introduced. A little red bar appears in the middle whenever this happens.
Japan | USA | Europe | Japan (Shindou) | iQue |
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Debug Spawn
This function causes various objects to spawn that alter Mario's movement. Press the D-Pad buttons to spawn either nothing, a normal Koopa Shell, a water Koopa Shell, or a Crazy Box. Don't try to use it inside the castle, though, or the game might crash.
Japan | USA | Europe | Japan (Shindou) | iQue |
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Free Movement Mode
To do: Make codes for the other versions. |
This function enables a free-movement mode that lets Mario zoom about freely, though not pass through obstacles because floor checks and wall checks are still done. When holding B, you go fast enough to clip through the hitboxes though.
Controls:
- D-Down+Z: Enable free-movement mode.
- Joystick: Move Mario horizontally.
- D-Up: Move Mario up.
- D-Down: Move Mario down.
- B: Multiply movement speed by 4.
- L: Multiply movement speed by 0.01.
- A: Exit free-movement mode.
Japan | USA | Europe | Japan (Shindou) |
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Old Debug Display
To do:
|
An old, debug display can be seen here. It was meant to be used for object movement flags. For the debug display to function it needs to be attached to an object. With the code on, press the GS Button while in game to enable it. Don't press it at the main menus.
The text means as follows
- Bound: Object has landed
- Touch: Object is on the ground
- Takeoff: Object has left the ground
- Dive: Object has entered water.
- S Water: Object is moving at the water's surface
- U Water: Object is moving below the water's surface
- B Water: Object is moving on the ground in water.
- Sky: Object is moving in the air.
- Out Scope: Removed movement flag, unknown what this was for, probably would have been used when an object has either unloaded or is out of the camera's view.
If you're using Project 64 for this code, it will only work on 2.0 or higher.
USA |
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Level Select
Access
Japan | USA | Europe | Japan (Shindou) | iQue |
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Options
This level select features an early version of the title screen. When enabled, it replaces the file select screen. The courses are listed in the order that their data appears in the game's memory.
When a level is selected, Mario will automatically be sent to the first Star, bypassing the Star selection screen. Exiting a course via Star collection, death, or the pause menu will bring you back to the level select screen. Attempting to access one of the removed entries causes the game to reset.
Controls:
- A: Scroll forward by 1.
- B: Scroll backward by 1.
- D-Up: Scroll forward by 1.
- D-Down: Scroll backward by 1.
- D-Right: Scroll forward by 10.
- D-Left: Scroll backward by 10.
- Start: Enter level.
- Z + C-Left + C-right + Start: Reboot game without level select
No. | Name | Literal Translation | Final Location |
---|---|---|---|
1 | none | - | none |
2 | none | - | none |
3 | none | - | none |
4 | TERESA OBAKE | Boo Apparition | Big Boo's Haunt |
5 | YYAMA1 % YSLD1 | Snow Mountain 1 & Snow Slide 1 | Cool, Cool Mountain |
6 | SELECT ROOM | Select Room | Inside Peach's Castle |
7 | HORROR DUNGEON | Horror Dungeon | Hazy Maze Cave |
8 | SABAKU % PYRMD | Desert & Pyramid | Shifting Sand Land |
9 | BATTLE FIELD | Battlefield | Bob-omb Battlefield |
10 | YUKIYAMA2 | Snow Mountain 2 | Snowman's Land |
11 | POOL KAI | Pool Stage | Wet-Dry World |
12 | WTDG % TINBOUTU | Water Dungeon & Submersion | Jolly Roger Bay |
13 | BIG WORLD | Big World | Tiny-Huge Island |
14 | CLOCK TOWER | Clock Tower | Tick Tock Clock |
15 | RAINBOW CRUISE | Rainbow Cruise | Rainbow Ride |
16 | MAIN MAP | Main Map | Outside the Castle |
17 | EXT1 YOKO SCRL | Extra 1 - Side-Scroller | Bowser in the Dark World |
18 | EXT7 HORI MINI | Extra 7 - Moat (Mini) | Vanish Cap Under the Moat |
19 | EXT2 TIKA LAVA | Extra 2 - Basement Lava | Bowser in the Fire Sea |
20 | EXT9 SUISOU | Extra 9 - Fish Tank | The Secret Aquarium |
21 | EXT3 HEAVEN | Extra 3 - Heaven | Bowser in the Sky |
22 | FIREB1 % INVLC | Fire Bubble & In the Volcano | Lethal Lava Land |
23 | WATER LAND | Water Land | Dire, Dire Docks |
24 | MOUNTAIN | Mountain | Whomp's Fortress |
25 | ENDING | Ending | 'The End' Image |
26 | URANIWA | Back Garden | Castle Courtyard |
27 | EXT4 MINI SLID | Extra 4 - Mini Slider | The Princess's Secret Slide |
28 | IN THE FALL | In the Fall | Cavern of the Metal Cap |
29 | EXT6 MARIO FLY | Extra 6 - Mario Fly | Tower of the Wing Cap |
30 | KUPPA1 | Bowser 1 | Bowser in the Dark World (Boss) |
31 | EXT8 BLUE SKY | Extra 8 - Blue Sky | Wing Mario Over the Rainbow |
32 | none | - | none |
33 | KUPPA2 | Bowser 2 | Bowser in the Fire Sea (Boss) |
34 | KUPPA3 | Bowser 3 | Bowser in the Sky (Boss) |
35 | none | - | none |
36 | DONKEY % SLID2 | Monkey & Slide 2 | Tall Tall Mountain |
37 | none | - | none |
38 | none | - | none |
For some reason, if Peach's Castle is entered via the level select, no background music will play there. Also, it is impossible to drown in any level entered via the level select, as Mario's health meter doesn't deplete when he is underwater.
While bonus levels marked 'EXT1' to 'EXT9' are present (standing for 'extra'), 'EXT5' is missing. It may have been removed during development, or it may be that the label is simply missing from the entry for Cavern of the Metal Cap.
The use of 'Donkey' for 'Monkey' is a tongue-in-cheek reference to Donkey Kong.
Unused Crash Handler
In these versions of Super Mario 64 (Europe, Shindou and iQue), there exists unused thread code (from 80241850 to 802422F0 in Europe) for the same crash handler found in Paper Mario; however, it's not initialized in neither of the versions mentioned, so it's not used. The only notable difference between both handlers is that Paper Mario prints the MM value, whereas Super Mario 64 does not.
The error cause texts are located at 0xC2820 in Europe, 0xCEF10 in Shindou and 0xD1860 in iQue.
This handler does not exist in the USA, Japanese or DD versions.
Mario Head Guide Cubes
To do: add the line of code |
Pink cubes mark areas where Mario's face can be grabbed on the title screen. Normally, these cubes are invisible but changing a single line of code reveals them. Using the Gameshark codes below will make them visible.
Japan | USA | Europe |
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Please report any issues on Discord.
Mario 64 You Cheated Not Only The Game Last Night
This is a sub-page of Super Mario 64 (Nintendo 64).
- 1General Differences
- 2Voice Acting
- 3Level Changes
- 4Glitches
- 6Shindou Pak Taiou Version
General Differences
Title Screen
Japan/North America | Europe | Shindou | iQue |
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- The SUPER MARIO 64 logo was squashed a bit in the European version and it was completely changed in iQue.
- The 'TM' texture has 3 different colors and a different font in Europe, Shindou and iQue (JP/US white, PAL orange, Shindou/iQue blue)
- The copyright info was also updated to reflect the European and Shindou releases, and iQue, in addition, that iQue has an extra copyright year (2003, the year that the iQue was released).
Mario's Head
US/JP | EU | Shindou | iQue |
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- The intro screen says PRESS START in the US and Japanese versions, but just START in the European version. The Shindou version has a unique graphic on the bottom right of the screen. The background was changed in the iQue version, just to let you know what version you're playing.
Game Over
iQue |
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- Speaking of background change above, this one from the 'Game Over' screen was also changed in the iQue version.
File Select
US | EU |
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- In the European version, the options menu has three different languages, but the American and Japanese versions don't have a language selection, with the options menu containing only sound options and the language being locked into English or Japanese, respectively. Because of this, the European version has the 'Sound' button changed to 'Options'.
JP | US/EU | iQue |
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- In the US/EU version, a Mario's head icon replaces the word 'Mario' (マリオ) on the left of letter of which save file high scores belong to.
- The iQue version uses two pages to display score info due to the larger Chinese characters, thus you change between them with L and R, making this the only version of Super Mario 64 to give a function to the L button.
Hud Textures
Europe |
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- The unused 'key' HUD icon was removed from the international versions. It appears as a garbled mess in the US version, and as a silver-blue Ü in the European version.
Ä (ae) | Ö (oe) | Ü (ue) |
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- In the European version, the 'German Umlauts' (Ä, Ö and Ü) were added. However the Ü isn't used anywhere in the game.
- The V and Z alphabet tiles were re-added in the European version of Super Mario 64.
Peach's Letter
English Localization |
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Japan | Translation | English Localization |
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- In Peach's letter to Mario, the English version adds a personal greeting to the beginning and a 'Peach' signature in pink ink to the end.
Others
- The gameplay demo of Mario battling Bowser is missing in the Japanese version. The other gameplay demos are still present.
- To talk to NPCs or read signs, the player has to press the B button in the Japanese version. Overseas, either the A button or the B button can be used. The text was not changed to compensate for this and still mentions only the B button. The interaction radius has also been made a bit more lenient.
- The American version has code to detect a PAL TV and change its output accordingly, which is odd given there is a separate European version for PAL regions. The Japanese version doesn't have this code.
- In the Japanese version, coins could land on the void and stay there. Later versions despawn any coins that land on the void.
- In the Japanese version, MIPS has the same speed both times he spawns in the basement. In all other versions, MIPS is slightly slower the first time he spawns (at 15 stars). MIPS also has significantly less gravity in the Japanese version.
Voice Acting
Mario
Mario doesn't say a few lines in the Japanese version:
- 'Hello!' when his disembodied head greets you.
- 'Okey-dokey!' when you choose a save file.
- 'Let's-a go!' when you choose a star.
- 'Game over!' when you run out of lives.
- 'Press START to play!' when you are watching the demo.
- 'D'oh!' when you long jump or dive into a wall. He instead says 'Uhn!' like when Mario hits a wall any other way.
- 'Boing!' when you jump off a Spindrift.
- 'Wha-ha!' or 'Yipee!' when you Triple Jump. He instead only says 'Yahoo!' which can also randomly happen in the international versions.
- 'Ha ha!' when leaping out of the pipe in the intro. He still says it after a backflip.
- Mario doesn't say 'Mamma mia!' when falling out of a non-painting course after he loses a life in the Japanese version. He does in the international versions.
- 'So long, eh Bowser!' when you throw Bowser far away (since his name is 'King Koopa' in Japan). He instead still says 'Here we go!' like when you're throwing him a short distance away.
- His 'I'm-a tired!' and dreams about pasta while idling are missing.
Peach
Princess Peach doesn't have any voice acting in the original Japanese release during the beginning and final cutscenes. This was added for all other versions.
Level Changes
Inside Castle
Peach Secret Slide Room
US |
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Hard to see at first, a wall texture was moved a bit in the American version.
US |
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There's a miscolored 'red' wall on that corner in the Japanese version, this was corrected in the American Version.
Jolly Roger Bay
US/JP (Shindou) |
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In the Japanese version, the painting of Jolly Roger Bay is essentially water with some bubbles added in. It also was unique in that it did not have a gold frame (sported by almost every other painting in the game, excluding the Wet-Dry World painting). In the American version, the painting has been changed and the frame was made golden. For some reason, all versions of Super Mario 64 DS use the Japanese picture.
US |
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Mario 64 You Cheated Not Only The Games
In the level itself, the Star on the stone pillar is out in the open in the Japanese version, but contained inside a ! box in the American version, probably to make the Star's position not too obvious. Again, all versions of the DS remake leave the star out like in the Japanese release.
Cool Cool Mountain
US |
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When you take the baby penguin to its mother, the Power Star is placed right above the mother in the Japanese version. This was probably a bit hard to collect, so the Star was moved next to the pool in the American version.
Big Boo's Haunt
When Mario stops touching the tilting platform on the second floor of Big Boo's Haunt, the platform immediately starts to return to its original position in the Japanese version. In the American version, it continues to tilt in the direction Mario was standing for about half a second.
Rainbow Ride
US/EU/JP (Shindou) |
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In the original Japanese version, the pole located above one of the four rotating platforms has four small blue arrows around its top, similar to a rose compass. These arrows were removed in all other versions.
Glitches
Some glitches which were present in the Japanese version have been fixed for the American release.
1000 Coin Glitch
It's possible to collect more than 999 coins (for instance, grabbing the coins generated by Bowser's fire), at which point the coin counter gets forced back to 999. A bug in the Japanese version causes it to instead try to set the life counter to 999. Since the life counter is only 8 bits, this becomes -25, which is displayed as M25 in the game. (M is used in the place of a minus sign. This is also seen in the debug displays.) If you then try talking to Yoshi without entering a new course to reset the invisible coin counter, the game will lock up. He'll try to give you 100 total lives, but the game will continuously set Mario's life total to -25 each frame, and you'll be stuck on the roof with Yoshi while the 'counting' sound effect continuously playing.
The lines of code relevant to this glitch were included in game.c in the July 2020 source code leak. While the glitch has been fixed, the relevant lines have a comment that reads 'JPBUG.'
Mario 64 You Cheated Not Only The Game Tonight
Presumably the glitch came from copy-pasting the logic from the first line into the second and forgetting to change one of the variables:
if (marioWorks->ncoins > 999) marioWorks->nlifes = 999; /* OOPS! */
- In the Japanese version, when Bowser is defeated and leaves behind the key, run to where the key will land and press C-Up and look somewhere. Mario will keep looking that way during the key collection cutscene.
- Further, the key collection cutscene shows a Star instead of a key; early footage (see right) of the first Bowser fight shows him leaving behind a Star upon defeat, suggesting that this is a very old leftover.
- In both Bowser in the Sky and Shifting Sand Land's pyramid, it is possible to trigger a bug that causes the music to stop. Attempting to leave the course will cause the game to freeze.
- If you exit a level while on a falling bridge block, upon returning to the castle, Mario will clip through the first thing he stands on.
- An exploit was fixed where the game freezes all surroundings except for Mario himself when a text box is queued up, but doesn't actually check whether Mario can receive the text box (is standing on solid ground), thus allowing to move around in a frozen world where no objects update (collected stars don't disappear, doors don't open, etc.) as long as you stay in mid-air. Notable applications included the cap switches, the boos in Big Boo's Haunt Star 1, and Ukiki in Tall Tall Mountain.
- If you take a warp while racing Koopa the Quick in Course 1 (Bob-omb Battlefield), the race music will change back to the regular course music.
- On the first star of Big Boo's Haunt, there is one Boo in the room with the Mr. I where you get the Star 'Eye to Eye in the Secret Room'. In the Japanese version this Boo counts towards the five boos required to spawn the Big Boo; if this Boo is killed last, the text box won't show up and the jingle won't play due to the Big Boo downstairs being despawned. The later versions added a check so only the five boos on the lower floors count.
- In the Japanese version, Bowser's collision doesn't despawn when he is defeated at the end of Bowser in the Sky, so Mario will still be able to collide with him as if he were there.
- In the Japanese version, King Bob-omb's velocity is not set to zero when he despawns, i. e. by warping away from the battle. As a result, if you start the battle, warp away using the warp right below him, warp back and then talk to him, he will move away while the text box is up.
- The Japanese version has a camera glitch. If Mario grabs a Wing Cap and triple jumps to take off but dives or ground pounds after the camera moves close but before he actually starts flying, the camera will stay behind Mario as if he were still in flight.
- When Piranha Plants are killed and then despawn during the death animation due to being too far away, the Japanese version will simply interrupt the death animation and patiently wait for the player to return to finish the death animation. Trying to do this in later versions will reset the Piranha Plants.
- Mario takes damage from bumping into a sleeping Piranha Plant in the Japanese version only. In later versions he will not take damage from this action.
- Dying from fall damage while falling into the trigger for the Lakitu cutscene at the very beginning of the game causes a softlock in the Japanese version.
Sound Effect Changes
To do: Upload and compare these sounds (ripped not recorded because of US and Japanese console pitch differences). |
Japanese to US
- The Chain Chomp makes a totally different barking sound in the Japanese version.
- When collecting Red Coins, the Japanese version uses a different sound that doesn't increase in pitch with each successive coin. This also applies to secrets (for the stars that require finding five 'secrets' on the course) and the water rings in Dire Dire Docks.
- Finding the secret shortcut on the slide of Cool Cool Mountain does not play a jingle in the Japanese version. The object that plays this jingle is missing entirely.
- Hitting a cap switch does not play a jingle in the Japanese version.
- The Big Boo in the merry-go-round of Big Boo's Haunt plays the sound effect normally used for opening the chests in Jolly Roger's Bay when he spawns, this was changed to the standard jingle in later versions.
- In all versions other than the Japanese version, coins stop playing a sound for every consecutive bounce after the 5th.
- The Japanese version is missing certain sound effects in the game's opening, specifically the 'whoosh' when Lakitu is flying, the 'click' when the camera goes into his point of view, and the 'boing' when Mario jumps out of the pipe.
- The warping sound effect heard when exiting a course without getting a Star is absent in the Japanese version, and the star sound effect doesn't play when entering certain 'mini-courses' like the Tower of the Wing Cap.
- An audio cue titled 'Lakitu's Message' was added when Lakitu flies up to Mario to introduce himself and explain the camera controls. Thus, it isn't in the official soundtrack.
- Money Bags don't make a sound when they turn back into a coin in the Japanese version.
- The flying ship on Rainbow Ride is silent in the Japanese version.
- The buzz when trying to zoom out the camera while the camera is already zoomed out is missing in the Japanese version.
US to European
- In the intro, when Mario jumps out of the pipe and the pipe goes back into the ground, a variation of the classic Mario 'pipe sound' is heard in the US version. This sound has been made a lot quieter in the European version, almost down to where you can't hear it.
- Bowser's doors have completely different sounds for opening and closing in the US version. In the European version, they sound pretty much the same.
- The yellow coin collecting sound is slightly slowed down in the European version.
- When letting go of Mario's face when playing around with it, the European version's sound is in a lower pitch.
Shindou Pak Taiou Version
A Japanese re-release that could be primarily considered an 'International Edition', as it includes nearly all the changes to the international version.
It fixes the 'backwards long jump' glitch, adds Rumble Pak support, and makes Mario face the screen after grabbing a tree.
Mario 64 You Cheated Not Only The Game Online
The only other difference was Mario's taunt when swinging Bowser far away ('Buh-bye!', rather than 'So long, eh Bowser!', or just 'Here we go!' in the original Japanese release), as Bowser is normally called Koopa in Japan. The 'Buh-bye!' clip is slowed down compared to the sound clip in the DS version and the first and second jump sounds are higher in pitch from their international counterparts.
First Jump
Second Jump
'Buh-bye!'
Mario 64 You Cheated Not Only The Game Full
The 'Buh-bye!' clip was sped up and reused for Sleep Mode in Super Mario 64 DS and New Super Mario Bros., and once again when throwing Bowser far away in the former game.
New Feature
Mario 64 You Cheated Not Only The Game Show
A neat Easter egg was added to the 'Press Start' screen: pressing Z makes the background get filled out with images of Mario's face. This is taken from the frame buffer, so the faces move alongside the modeled Mario face. This is still present in the iQue Player version.
Text Differences
The Shindou version insists you can use A as an alternative to B for interacting with things. Non-Japanese scripts are based on the original Japanese version. The localized English version is also present to complete the comparison.
Japan | Translation | English Localization | Shindou Pak Taiou Version | Translation |
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Virtual Console version
The Wii Virtual Console version of Super Mario 64 contains a floating-point rounding error as a result of an emulation inaccuracy. This results in the platforms in Bowser in the Fire Sea slowly moving up with every cycle, allowing the level to be beaten with zero A presses and a lot of patience (72 hours as of currently).
This bug was fixed with all later Nintendo 64 games released via Virtual Console, as well as the Wii U VC version of Super Mario 64.
Super Mario 3D All-Stars
To do: Add some screenshots/ripped textures for comparison? |
Mario 64 You Cheated Not Only The Game Play
The version included in Super Mario 3D All-Stars is based on the Shindou Pak Taiou version, with some textures being redrawn in a higher resolution (most notably the HUD and Mario's textures). Certain textures that were based on pre-existing artwork, like the Bowser puzzle, use higher resolution prints of said artwork, and most other textures, like the Hazy Maze Cave map, were upscaled using AI. The new textures are patched in on the fly as the game runs. For languages other than English, the text is translated accordingly.