Super Mario 64: Difference between revisions

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Info about PAL Wii U VC and 3das
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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 1995|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.
Super Mario 64 started development sometime before 1995. The first time Super Mario 64 was shown was at the [[Shoshinkai 1995|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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====Japanese====
====Japanese====
The very first version of the game to be commercially released, the Japanese N64 version was succeeded by the [[#Shindou|Shindou]] version a year after release. The most noticeable change between the Japanese version and the English version is the extra dialogue added in the English version and all successive versions. For example, Mario does not say "Haha", and Peach does not narrate her "Dear Mario" letter. In addition, she does not talk during the ending. The Japanese version also has many glitches that were later fixed in all other versions, such as [[Spawning_Displacement|spawning displacement]], [[Coin_Limit#Unbounded_Coin_Limit_Glitch_.28Japanese_version.29|the lack of a coin limit]], [[Time_Stop|time stop]] and others. It is also notable for being the fastest version of the game for the [[1 Key]] category, but no others. This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.
The very first version of the game to be commercially released, the Japanese N64 version was succeeded by the [[#Shindou|Shindou]] version a year after release. The Japanese version has a few glitches that were later fixed in all other versions, such as [[Spawning_Displacement|spawning displacement]], [[Coin_Limit#Unbounded_Coin_Limit_Glitch_.28Japanese_version.29|the lack of a coin limit]], [[Time_Stop|time stop]] and others. It is also notable for being the fastest version of the game for the [[1 Key]] category (and some others). This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.


====English====
====English====
''See also: [[Version Differences]]''
''See also: [[Version Differences]]''


The English version of the game introduces voice clips like "Haha" and Peach's voice clips. It fixes some errors and glitches from the previous version, such as the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach's narration.
The English version and all successive versions added some extra dialogue over the Japanese version. For example, Mario does not say "Haha", and Peach does not narrate her "Dear Mario" letter. In addition, she does not talk during the ending. It fixes some errors and glitches from the previous version, such as the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach's narration.


====PAL====
====PAL====
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''Main article: [[Virtual Console]]''
''Main article: [[Virtual Console]]''


The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Wii U VC is often joked by speedrunners for have a high amount of input lag and it is mostly used only by new runners.
The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Like Wii VC, it ignores [[Address Error Exception]]s. Wii U VC is often joked by speedrunners for have a high amount of input lag and it is mostly used only by new runners.


====Japanese====
====Japanese====
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====PAL====
====PAL====
Unlike on the N64 or Wii VC, the PAL version runs at 60hz instead of 50hz. As a result of this, PAL Wii U VC will run at full speed like the American and Japanese versions.
PAL Wii U VC is actually the US version (unlike on Wii VC), so it's identical to the US Wii U VC.<ref>https://www.nintendo.co.uk/Games/Nintendo-64/Super-Mario-64-269745.html</ref>


=== Switch ===
=== Switch ===


==== Super Mario 3D All-Stars ====
==== Super Mario 3D All-Stars ====
The upcoming Super Mario 3D All-Stars includes an upscaled Super Mario 64. Gameplay footage suggests the version will be the Shindou version with English text, new upscaled textures, and slight changes to accommodate the Switch control scheme (for example, "PRESS +" on the Mario head screen instead of "PRESS START").<ref>https://arstechnica.com/gaming/2020/09/three-classic-3d-mario-games-get-the-all-stars-treatment-on-switch/</ref>  
Super Mario 3D All-Stars includes an upscaled Super Mario 64. The version is the Shindou version with Lua scripts to hack in English text, new upscaled textures, and slight changes to accommodate the Switch control scheme (for example, "PRESS +" on the Mario head screen instead of "PRESS START").<ref>https://arstechnica.com/gaming/2020/09/three-classic-3d-mario-games-get-the-all-stars-treatment-on-switch/</ref> The Switch does not have [[Wii VC Round-To-Zero|the Wii's rounding error]], but it does ignore [[Address Error Exception]]s.


===iQue (Chinese)===
===iQue (Chinese)===

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