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Super mario 64 cutting room floor
Super mario 64 cutting room floor








super mario 64 cutting room floor

As one can see, Pinna Park's island is connected to Isle Delfino, which makes sense considering Pinna Park was going to have a train station as mentioned here. While this unlocalized poster that reads 'Dolpic' is used in Hotel Delfino, it shows an early version of Isle Delfino. However, they become visible when played in some versions of the Dolphin emulator as shown to the right. In the secret stages, there are grey debug cubes which represent the paths for the red, blue, and multicoloured cube platforms that are normally invisible.

SUPER MARIO 64 CUTTING ROOM FLOOR CODE

Specifically: AR code to display these manually. These may have been cutscenes for Pinna Park.ĭebug Cubes This needs some investigation.ĭiscuss ideas and findings on the talk page.

super mario 64 cutting room floor

Secret StagesĪdditionally, various secret stages were removed: It was added back in later by the localization team, as evidenced by the copies of every piece of translated dialogue in the game present in the files. Of them, only test11 remains, though not in the Japanese version. Scale Maps were named scale0 through scale9, and Test Maps were named test10 through test19. Removed Maps Test MapsĪccording to stageArc.bin, there were a grand total of 20 test maps in the game, divided into two categories. The test map also has a height map file, and the shape of the terrain matches up with the early version of Delfino Plaza seen in the first trailer for the game. The test map was removed in the Japanese version and although being present in the European version, most of the contents were removed most likely to save space. The files also contain an early sky model, though it is not used in the scene. It contains various objects and terrain, including the unused soccer objects and the Hinokuri enemy. The textures it uses are the same as test maps from various other games, including The Legend of Zelda: The Wind Waker. Super Mario Sunshine contains a test map, named test11, which can be accessed in the US and European versions with the listed Action Replay codes. Nintendo went a little too far with their inside jokes. No one ever said they had to be consistent. '!!!ERROR!!! Message could not be loaded.', the Mystery of the Delfino Express, among other things. Remember that weird monster from Spaceworld 2001? Yeah, that's in here. This is a pretty common trend with 3D Mario games.Ĭheck out some unused, early, and even hidden graphics. Who would have guessed II Piantissimo is The Running Man?ĭid an intern work on some of these stages? Subpages Regional Differences Regional DifferencesĪpparently, they could never agree on a consistent logo.

super mario 64 cutting room floor

Unused goop types: (discovered by video author Noki Doki).More naming oddities (files, archives, internal, etc.).Check to see if there is more unused text.sb event files in mapsp folders might reference unused events. There is still some unused audio undocumented.

super mario 64 cutting room floor

  • Unused parameter files (prm) and unused text in parameter files.
  • This game also marks the first appearance of Bowser's extremely annoying son, Bowser Jr. Super Mario Sunshine is an open-ended platformer, very similar to Super Mario 64, except on a tropical island and with a talking water pump. This game has hidden development-related text. This page contains changes which are not marked for translation.










    Super mario 64 cutting room floor