Super Mario 64 had a plethora of levels that changed drastically during development and some were even cut. Today, we shall explore these maps in a the complete detail we couldn't 3 years ago. #Mario #Nintendo #SuperMario64
One thing that strikes me is, if they stuck with the 1995 design, humans would likely never do a 0 star run, and with the mid 1996 design, it would have been significantly harder, but at least doable. The fact they added that slope there changed a lot about the history of sm64, both the challenge community and the speedrun community.
it's impressive to learn that B3313 actually had to rebuild a lot of these beta levels just based on footage, i initially assumed it was built from leaked content haha i wish i could play those levels without having to navigate the absolute labyrinth of B3313's castle though, even if i love getting lost in it
@@TheObsessiveGamer Yup, B3313 combines various castle layouts from beta builds, urban legends & final release while also featuring numerous levels from said sources. It's called the Internal Castle Plexus for a reason, a liminal labyrinth of castle layouts & levels familiar yet all so unknown.
I recommend using the Japanese version for things like comparisons, as things like the key counter still work since the international versions scrubbed it out
Clarification: Dire Dire Docks was still called "Water Land" in the Japanese version… along with Lethal Lava Land being called "Fire Bubble Land." This is why they're still referred to as "Water Land" and "Fire Bubble" in the official OST.
@@TheObsessiveGamer It depends on what Japanese version you have. The original Japanese version had the original names. The remade Japanese version had the changes made in the English version with rumble pack support. I have a copy of the remade version, want to find a copy of the original someday.
Yeah, the names are changed from the original release and the picture of Jolly Roger Bay in the original Japanese version is of a bubble underwater. The Shindou version changes it to the sunken ship.@@win_ini
I unironically crave your content. Even though you do tread some old ground I like the way you explain it. It helps clarify things I might have missed and you also provide some new information and clarity on recent findings.
Great video man, I didn't know when Nintendo patented the N64 they included screenshots and documentation of a game map. Gathering all this information, going through all the differences, comparing them, and editing it all to be side-by-side is highly impressive feat and I appreciate the amount of work and effort that you put into it. You kept everything relevant and didn't add any unnecessary information or cuts. Awesome video man, I look forward to seeing more!
@LeonSKennedy7777 I guess that would actually be interesting and explain why she acts so innocent and helpless around people despite secretly being powerful and always abandoning her people to go on secret adventures and vacations.
I love seeing cut content like this - it really gets the imagination going about what could have been, but also gives you a peak into the development and iteration process.
This was really cool! there are a lot of things I didn't know about before, which is crazy because I spend way too much time watching these kinds of videos than I'm willing to admit.
I think this is the first video I've watched from your channel and I really enjoyed it. I really liked your fun and welcoming narration style. I find it extremely entertaining and somewhat funny.
LETS GO!!!! i love your zelda 64 and mario 64 content, some of the best ive seen around, if not the best. I like your in depth coverage even of small details, the more the merrier
This video was brilliant! It was so well-researched and I loved how you explained things thoroughly without stating the obvious. Well done for making such quality content! :)
13:39 Immana have to correct you there, this thing right here was mostly intended for a tv commercial, this means "Path to Nintendo 64" in spanish. I could be wrong here, but it doesnt seem something that would be in game, the image's resolution would be similar to the hud's
Actually it's from a Spanish show that had a segment talking about the N64 there. That was some early footage they got from Nintendo to show off for their show.
Hey man, been watching your videos for years and never really comment but you do a great job. Thanks for sharing these types of videos. They are very interesting and informative! I also think it would be cool to check out the development of popular rom hacks as well. Maybe there is something interesting there? Thanks for sharing your videos with us!
Heya and much appreciate the support and glad you've been enjoying all this content! I have definitely gotten a lot of requests for checking out Rom Hacks, so I guess I should eventually look into them one day haha
@@TheObsessiveGamer I highly suggest Legend of Zelda: The missing link. It’s a fairly short game and it takes place between OOT and MM. I think you will seriously enjoy it.
I know I’m 7 months late, but I think the reason for early Shifting Sand Land’s pyramid design is because it could’ve started as some middle-eastern desert temple or shrine. Also, there’s actually at least 2 SpaceWorld prototypes for SM64 that date back to 1995. (Screenshots and footage shows evidence of this.) There’s less data about the other build however, because most of what we know about it comes from screenshots, and little footage of it has been found. It’s actually suspected that the early Jolly Roger Bay was in that build.
Interesting. In the beta, the painting for Dire Dire Docks was what eventually got used in the DS version. Wild to me that a beta asset like that would make it into a DS port a decade later.
I'm sure it's been said, but Jolly Roger Bay uses the bubble painting in the Japanese 1.0 build, so it looks like that is accurate to the final release.
I'd love to see a new Mario game that would basically remix Super Mario 64. Throw in the unused levels, enemies, music, and concepts that couldn't be in the original game. Have Mario (and Luigi) explore various castles with pictures that teleport you to various levels. Doesn't have to be long, either. Maybe a star per level (with a few other collectibles and secret stars). End each castle with a boss. Once the game is completed, have Peach's Castle from the released version of Super Mario 64 available to explore. Will we see that? No. Would I love it? Yes.
There's a hackrom that has real beta levels, mixed with creepypastas/ARGs, the sm64 icebergs, references to other hackroms, etc. I have found like 10 references to super mario 64 classified already The hackrom is called B3313 And it got an update recently with new contenr
The area of the tower was the top floor of the castle, it was originally meant to have a night sky background before it turned into. The other alternate level where you climb to the top of the tower was an alternate unfinished version of Whomp's Fortress.
@@TheObsessiveGamer there is some very old information already floating about. Even back in the day magazine footage Next Generation Gaming and so on showed it atthe time showed that version of the top level of the castle. It looks like what is a very early build, but you can tell by the texture that its the top level of the castle. The method of getting to the top of Whomp's Fortress changed over the years also. You were meant to collect a star by reaching the top of the hill in that version, instead of the one at the top of the tower. It seems like they made it deliberately more difficult. There are other videos here on RU-vid that talk about it if you go down the rabbit hole deeply enough.
How is your content so underrated? Wild, good stuff man, keep it up Potentially has to do with not enticing people with the titles who don't play those games. But idk! I see trends like "The Hidden Secret in" or "What you didn't know about" maybe just to build intrigue even if you're not interested in that specific game
Seeing so many things from these betas also being in the hackrom B3313 gives me years of life The creators of the hackrom really made their homework about the betas And creepypastas/ARGs/sm64 horror videos And other hackroms
@@TheObsessiveGamer yeah, but there's a downside tho, it's VERY hard to find an specific level if it's not near the entrance Idk if you played the hackrom, so let me explain this You know mario 64 is divided in 3 main areas, the lobby, the basement and the third floor, right? Well, in B3313 that's not how it works There are DOZENS of different areas In terms of lobbies alone We have first the 4 beta lobbies entering the castle, the plexal lobby, the vanilla lobby, the nebula lobby, the fake beta lobby, the rainbow lobby And more Then there are different versions of the third floor, aswell as a fourth floor (or more than one fourth floor, ik one of greenio's is in it, aswell as stanley and the core) Even a FIFTH floor There are even different castle grounds Beta castle ones, inverted castle grounds, grey castle grounds, red/destroyed castle grounds, foggy castle grounds There's just SO MUCH SO MANY REFERENCES TO SO MANY THINGS It's a giant rabbit hole that i think everyone should experience
Wish there was prototype of it, to experience the maps literally. It was interesting to see the development of Mario 64, one of my fav games from Nintendo
7:18 that level really looks like it has more boats, its more obvious in still screenshots from the 1996 company report though -if it did have more than 1 then it was probably just a rendering test-
I kinda was thinking that is a possibility and that maybe the beta version had a secret entrance to a separate area with the Jolly Roger boat... however at the same time we do know they were making other maps too outside of the accessible ones in the castle at the time and thus Jolly Roger Bay may still have indeed been separate.
For a lot of those screenshots of mario in a later part of a level looking down on a earlier level, you don't know if some missing objects is due to it actually being missing or mario collected it already like in the bowser in the sky part.
I do have a theory if the weird map was for a hub of sorts. I feel like the map would've in a room inside the castle. You would've entered the castle and then enter another room to get to that map
I kinda like the aesthetic of the '95 build more than the final game. It feels like a more natural evolution of SMW and moreso echoes the classic mario style imo. Anyone else feel like this?
Kinda wild how major this game is in speedrunning culture and is both important in developing the practice early on and making it more mainstream. And all that could have been different
@@TheObsessiveGamer in the beta when you first enter big boo haunt the ghost will greet u wit this message: Eh he he... You're mine, now, hee hee! I'll pass right through this wall. Can you do that? Heh, heh, heh!
I wonder if they were going with some kind of time change thing with the clock. Depending on what time you enter the Castle, it would have clouds or stars.
Hopefully if there's any footage locked away in Nintendo's locker, I'd love to see some unreleased footage if any at all of Super Mario 64 2 for the DD! I'd love to see how it could've turned out in the long run of what could've been!
I think the Donjan map would've been smaller relative to Mario, because you wouldn't want the player to not be able to go up regular slopes in the hub, right?
Not really more found but rather there is ALOT of beta info about the existing maps that never were covered that I finally got around to doing so with this video.
@@TheObsessiveGamer BTW I'm a sm64ds og fan so if you wanna do. Vid about their lost levels I would be glad to help Is there by any chance you have a discord so I could contact ya
The One Map you called a "beta hub" i think it was "great tower" or something, made me think of these "all copies of Mario 64 are Personalized" and i do like that feeling, i wonder tho what it was supposed to be like in the end
it's strangeness does indeed make it feel like that lol I still think it was part of the beta castle in some form. Either upper floor/tower or the main area.
wow cool video! But how did you found all of those informations?? I thought Nintendo was quiet about his stuff... or maybe you worked with the gigaleak?
Well outside of the cut maps, the rest was literally just scrubbing through old footage, screenshots, and various sources to get a complete picture on all the levels
Okay, I see... where do all these images come from? To me, that would be like lost media. Nintendo took images during development, but I'm not sure they'd share it all.
theres another cut level we have evidence of. it is just referred to as "cave dungeon". no footage exists for it afaik. the only evidence of it existing is the dynamic music definition for it. it would've occupied the slot for stage38
@@TheObsessiveGamer i think alieneer came across the name of the dynamic music definition for stage38 in a .o file in the gigaleak. "scn_msc_cavdg". he also found evidence that there mightve originally been 46 stages in the game. all of the info about names and stage counts were gotten from the gigaleak. the info about cave dungeon is on tcrf in the sm64 development section. he also found a null reference to a dynamic music definition for one of the secret levels.
To me the newest beta hacks will never reach the old ones. Since there was only a few info back at that time it was way more creative and fun, now hacks tend to almost follow the same formula and almost all of them are the same hack but with slightly modifications.
Nintendo famously delayed the entire N64 launch for this game. It was worth it, improvements all around. And Mario 64 is one of the best games of all time, so everything worked out.