Super Mario 64: Difference between revisions

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==History==
==History==


Super Mario 64 started development sometime before 1995. The first time Super Mario 64 was shown was at the Shoshinkai show in November of 1995, with the introduction of the Nintendo 64 (Ultra 64 at the time). Early footage of the show revealed the 50% complete beta version of Super Mario 64, in which it looked completely different than what the final product looked like.<ref>https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#Shoshinkai_.2795_Demo</ref> The final product was supposed to come out in December, but it was delayed further, and the entire game was rebuilt. On May 16th, 1996 (E3 1996) the game was shown off and is almost like the final game.<ref>https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#E3_1996_Build</ref> The entire game was almost accessible, some details got changed before the release, such as the different star icon in the hud, a rock spike at the top of the mountain in [[Bob-omb_Battlefield|Bob-omb Battlefield]], and other small details that were changed. The game was rushed at the end of development as told by one of the programmers of Super Mario 64, and a couple of the team members never wanted to make games anymore due to being burnt out after working on Super Mario 64.<ref>http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/</ref> The game was released in Japan on June 23rd 1996, then on September 29th, 1996 in North America, and finally on March 1st, 1997 in Europe.
Super Mario 64 started development sometime before 1995. The first time Super Mario 64 was shown was at the Shoshinkai show in November of 1995, with the introduction of the Nintendo 64 (Ultra 64 at the time). Early footage of the show revealed the 50% complete beta version of Super Mario 64, in which it looked completely different than what the final product looked like.<ref>[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#Shoshinkai_.2795_Demo "Shoshinkai '95 Demo" on The Cutting Room Floor]</ref> The final product was supposed to come out in December, but it was delayed further, and the entire game was rebuilt. On May 16th, 1996 (E3 1996) the game was shown off and is almost like the final game.<ref>[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#E3_1996_Build "E3 1996 Build" on The Cutting Room Floor]</ref> The entire game was almost accessible, some details got changed before the release, such as the different star icon in the hud, a rock spike at the top of the mountain in [[Bob-omb_Battlefield|Bob-omb Battlefield]], and other small details that were changed. The game was rushed at the end of development as told by one of the programmers of Super Mario 64, and a couple of the team members never wanted to make games anymore due to being burnt out after working on Super Mario 64.<ref>[http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/ The Making Of Super Mario 64 – full Giles Goddard interview (NGC)]</ref> The game was released in Japan on June 23rd 1996, then on September 29th, 1996 in North America, and finally on March 1st, 1997 in Europe.


==Game Versions==
==Game Versions==
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===iQue (Chinese)===
===iQue (Chinese)===
The iQue version of the game runs on the iQue Player, a rare console only released in China. The iQue version is in fact the Shindou version translated to Chinese, and as such it does not have BLJs or the Bob-omb or Bully angle crashes. By hacking a romhack by Kaze onto an iQue, it was found that the camera going to a [[Parallel Universe]] does crash the game like on the N64 console.<ref>https://youtu.be/_dAGdYd9KUY</ref>
The iQue version of the game runs on the iQue Player, a rare console only released in China. The iQue version is in fact the Shindou version translated to Chinese, and as such it does not have BLJs or the Bob-omb or Bully angle crashes. By hacking a romhack by Kaze onto an iQue, it was found that the camera going to a [[Parallel Universe]] does crash the game like on the N64 console.<ref>[https://youtu.be/_dAGdYd9KUY "Do Parallel Universes Crash on iQue?" by CadBrad]</ref>


===64DD Version===
===64DD Version===
Super Mario 64 DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. Only one public copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014<ref>https://www.youtube.com/watch?v=5rd6_5HoJd8</ref>. The ROM (NDD) of this version has since been dumped.
Super Mario 64 DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. Only one public copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014<ref>[https://www.youtube.com/watch?v=5rd6_5HoJd8 "Super Mario 64 Disk Version - Boot on 64DD" by adonfjv]</ref>. The ROM (NDD) of this version has since been dumped.


SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode's level select screen. Since it is on a disk, load times are increased.
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode's level select screen. Since it is on a disk, load times are increased.
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