Super Mario 64/Beta elements

This article pertains the beta elements of Super Mario 64.
== Unused Objects and Models ==
=== Unused Objects ===
Image	Name 	Description
 	Blargg 	These enemies made their first appearance in Super Mario World and would've also made a return in this game. However, it remains unfinished as it has no texture accosted to the model. It has animations associated with it showing it floating in the lava and then jumping out of it. Although no behavior exists in the final game, a code does exist in the game's files and was found during the 7/25 gigaleak. The object activates, it then begins to wait until the player is within the radius of 600, once the player is in the radius it will attack Mario. It's possible that this was scrapped late in development as the code was last November 20th, 1995, which was seven months before the game's release.
 	Boo Key 	The keys being carried by Boos, which were seen in early footage of the game. The model was removed in the American Version, but can still be found in the Japanese Version. The functions can be restored showing that it was planned to be used in the library to get the star behind the bookshelves. There are also four different color variants: Red, Blue, Green, and Yellow.
N/A 	Circle of Fire 	Unused behavior exists for a type of fire that would circle around Mario, making it harder for the player to platform over it. There is also a stubbed behavior script located right next to this one, indicating a removed object associated with the fire. Some who worked on this object for the game have speculated that this may have been the remnants of a Fishing Boo enemy, like those in Super Mario World.
N/A 	Checked Platforms 	The checkerboard-patterned platforms have a variable that causes them to remain stationary, even when Mario is on top of them.
 	Cracked Ice 	This was planned to be used for a star for "In the Deep Freeze". At one point during development, the player would've originally had to ground pound the ice to get to the star, releasing the ice particles (speculated to be generic platform) once ground pounded. The intended model is "ID 55", which would then have used the otherwise unused cracked ice texture that was speculated to be for this object.
N/A 	Early Skull Box 	A skull box exists at the top of the ship in Jolly Roger Bay that slides back and forth. An unused behavior causes it to float harmlessly in midair.
N/A 	Flames 	There are two sets of flames that both have an unused behavior.
* A small flame that bounces in a straight line and can harm Mario on contact. Once Bowser is near, it then goes away.
* The flames positioned around the castle for light would've at one point caused nine of them to spawn inside of each other and do nothing but move back and forth. While the castle flames are normally able to hurt Mario, these ones don't.
 	Hoot's Egg 	A unused egg bearing a striking resemblance to a Yoshi Egg, even having a bouncing animation. In the code it is "labelled bird_egg", which is the same prefix that Hoot uses. This is confirmed to be Hoot's egg due to a deleted object next to Hoot existing "labeled e_bird_egg". Based on overall evidence in the leak it originally appeared in, Hoot would've at one point hatched from the egg instead of being in a tree.
 	Motosman 	
* A removed object labelled "bhvStub1D0C" is mentioned in "object_macros.h" and "behavior_data.c" within the game's files. Comparing the stub to a file located in the IQue build's source code, it reveals to be a perfect match for that object, even containing the original model id and name, "0x58" and "S_motosman" still from that day. Based on label similarities and the scrapped object e_motos calling for S_motosman, this appears to be a later revision of the unused enemy Motos.
 	Paintings 	The paintings inside the castle are actually split into three vertical sections (similar to the three horizontal sections that was used to control the water level in Wet-Dry World), each of which that can be independently set to any warp destination in the game. However, because the three sections are always set to the same destination in the final game, this functionality goes unused.
N/A 	Prototype Chest 	An unused behavior allows one person to spawn a chest that doesn't emit numbers or shock Mario, just simply opens from the front/back and nothing else, releasing bubbles along with it. It's an early version of the chest due to the behavior being dated before the Shoshinkai '95 demo (even being listed as a regular path while the used chest is listed as iwapath)
 	Prototype Fish 	In Whomp's Fortress, a level editor shows that an unused object can be seen next to the cannon appearing to do nothing. Looking at the script associated with the object reveals a clearly stubbed out function that only checks the water level associated with the object. This object is actually a relic of how the Fish Easter Egg in Super Mario 64 worked in the prototype build. In the final version, the game does a 1/256 roll every time Mario makes a splash to see if a fish splashes along with the puddle. In the Shoshinkai 1995 Super Mario 64 footage, the same can be seen at that exact spot for the unused object. The reason of scrapping it out is unknown, but was likely that the change was made because of having an easter egg associated with an object meant an object slot was taken up, where as a simple 1/256 roll removed the need for these objects.
N/A 	Prototype Star 	There is an unused behavior for an early version of the star (like the 2D ones seen in early builds), that can not be collected. It's likely to be the remnants of the early 2D star as it uses the star model and appears before the final star's behavior.
N/A 	Red Coins Behaviors	Red coins have unused behaviors that allows it to both stay in front of Mario and remain at a fixed distance away from him at all times, baiting the player would've had to chase after it at some point in the game (possibly Big Boo's Haunt).
 	Small Chilly Bully 	In the final game, normal Bullies come in both large and small sizes, as seen in Lethal Lava Land. However, the only Chill Bully in the game is the large one found in Snowman's Land, leaving this diminutive version unused.
 	Trampoline 	Although the developers left some coded some behavior for the object, it doesn't work properly as the functions it calls for are stubbed out and doesn't affect Mario. The model doesn't unfortunately load properly, but the collision for it does still work. It can be placed in the cap stage object table with the cap switch, meaning this could've appeared at a cap stage at one point in development. The partial source code for it indicates it was last updated on November 18th, 1995 (Two days from the cut Blargg enemy). It calls for an unused function "DoTrampoline", which appears the code was later removed in the source code as it was left blank. The file refers to it as "pathjumpbg", and "bane".
thumb	Watermine 	An unused mine is found with other water-related objects. It looks similar to the bombs seen in Bowser levels, albeit slightly smaller. This is the second time this idea was scrapped, being the first one in Super Mario World.
 	Yellow Switch 	A yellow switch, that would've had the same effects as the red, blue, and green ones. When spawned, the yellow switch is always in its "pressed" state as there is no save file flag that exists. Based on box contents, it appears that the player would've needed to press the yellow switch to unlock the boxed Koopa shells instead of being unlocked by default.
=== Unused Models ===
Image	Name 	Description
thumb	Alternate Koopa Shell and Shoes 	The color of Koopa's alternate green mono-colored shoes and shell correlate with the unused small green shell. These can be loaded by overriding the values at US-version offsets. Upon doing so, they will both be entirely green.
thumb	Big Bully (Round Geometry) 	Located with the geometry for the Bullies is a large round 3D object, which was originally used to animate the 2D Sphere in 'Softimage 3D'. It is slightly larger than the round 2D body used by Big Bully in the game and it can be loaded by replacing the value at US-version offset.
 	Early Test Platform 	An unused display list for a small yellow square platform, which can also be seen in an early screenshot of the game. It's unknown what this was originally meant for, but it was likely for early level tests as it also has collision associated with it after the DL, which is also unused.
 	Heave Ho (Tire Geometry) 	Heave Ho has three unreferenced spherical geometries, which was planned to be used as Heave Ho's tires. Upon loading them into the game, they appear huge due to the scale didn't work correctly. The final model uses 2D tires, which are much more memory-conservative.
 	Rolling Boulders 	In Hazy Maze Cave, there are two unused graphics for the rolling rocks. These two objects are smaller than the spherical rolling rock graphic that's used, having more jagged shapes. Perhaps the rolling rocks were originally intended to break up into these smaller pieces upon colliding with Mario (or break up over time). These would later used in Super Mario 64 DS, when playing as Wario or using the Super Mushroom power-up.
 	Klepto's Blue Star 	Klepto has three graphical variants: holding nothing, holding Mario's hat, and holding a yellow star. However, he has an unused fourth graphic in which he's holding a blue star. This suggests that Klepto was originally going hold a yellow star if the resulting star wasn't obtained and a blue star if the resulting star was collected. But for whatever reason, it was later changed so that Klepto will hold a yellow star whether the resulting star is collected or not.
 	Penquin's Head Varient 	This unused variant of the penguin's head is larger, darker, and texture-less (and also features an orange beak). This head variant was also seen in an early screenshot of the game.
 	Penguin's Head Variant (Sad Eyes)	Another unused penguin head, which has it's eyes containing a sad expression, sharing some resemblance to those from the Nintendo Shoshinkai 1995 demo.
 	Pit Block Graphic Variant 	In Tick Tock Clock, there's a block that moves up and down near the star: The Pit and the Pendulums. The block that is used has 2 vertical stripes on each of its sides. However, there's an unused variant that has 3 vertical stripes on each of its sides.
 	Small Koopa Shells 	These red and green Koopa shells feature unusual blue bottoms. They can be loaded in-game via codes or hacking, but they're completely non-functional. They can be added by replacing with one of the shells used in-game. They were meant to be used with the unused throwing object, being one of the first objects created for the game itself.
 	Unused Goomba Parts 	The Goomba has a darker variant of its head. Although it lacks textures, the color matches for it's feet. There is also unused round 3D geometry for the Goomba's body, which was originally used to animate the 2D sphere in 'Softimage 3D'.
 	Whomp's Fortress Tower Platforms 	In Whomp's Fortress, there's an unused graphic for the platforms of the tower. This unused graphic is a trapezoid instead of a rectangle. It's possible that the static platforms (i.e. every second platform) were originally intended to use this unused object. With this unused object, there is no empty space between consecutive platforms. It was used in the Shoshinkai 1995 Demo and can be loaded in place of the current tower platforms by overwriting the value.
== Unused Textures ==
Image	Name 	Description
 	Cactus 	A small round cactus.
 	Debug Text 	These textures only exist in the Japanese version. They were deleted from the American release, though V and Z were re-added to the European version. The %, &, !, and !! are left over from an early version of the game's font.
 	Bowser's Blue Eye	An early texture for Bowser's eyes being blue rather than red. Blue-eyed Bowser can be seen in some B-Roll footage of the game.
 	Early Mario Eyes 	Some unused textures for Mario's eyes.
 	Metal Wing Cap 	Wearing the Metal and Wing Caps at the same time will cause the wings on Mario's cap to use this texture. According to the iQue version's source code, Snowman's Land was originally going to include the Metal and Wing Caps.
 	Cloud Face 	This smiley face was meant to be seen on Lakitu's cloud, which is quite well known in the Mario series. But for whatever reason, it's not used.
 	Rock Texture 	A rocky texture.
 	Chain Texture 	A chain found in the files for Shifting Sand Land. It's possible the pyramid was originally chained to the four pillars at one point.
 	Stairs Texture 	This texture appears to depict stairs or corrugated iron, found in the texture files for Lethal Lava Land.
 	Shadow Coin Icon 	A shadow of what seems to be the coin (which was used in the Shoshinkai 1995 demo). It's possible that this was intended to be used when the player has no coins, or when all of the coins have been collected in a stage (possibly the Red Coins).
 	Area Map Arrow 	This arrow that was originally going to be used for the scrapped Minimap feature, which was seen in Shoshinkai '95 footage.
 	Unknown Texture 	A mysterious texture meant for the Boo Cage, speculated to be an env map by the Decomp team. The actual purpose for this is unknown.
 	Chair 	An unused texture for the chairs in Big Boo's Haunt. It was originally meant to be used for the front legs, based on how the fourth part reuses the second texture.
 	Water Texture 	A water texture that was originally meant for the courtyard and Dire Dire Docks, which was seen in Shoshinkai '95 footage. An older version of this texture is seen in the B-Roll Version and early screenshots of the game.
 	Purple Sphere 	An unused purple sphere that was originally used for Chuckya's "hair", which is the top of its head.
 	Monkey Face 	An unused blinking texture for the Ukiki. The code does exist for the blinking animation but is not referenced. Interestingly, it appears to be based on a slightly older version of the final face texture.
== Unused Animations ==
=== Mario ===
Animation	Animation Number 	File Date 	Description
 	#56 	December 26th, 1995 	Appears to be Mario putting on his hat faster than normal.
 	#81 	August 25th, 1995 	Appears to be Mario transitioning from freefalling to a forward spin. According to the file's name, it may have been an early triple jump.
 	#84 	December 26th, 1995 	According to the iQue build's source code, it would've been used when landing from a jump onto a Koopa shell.
 	#98, #99, and #100 	February 6th, 1996 	According to the source code, it would've been related to an environmental effect (possibly standing on the ship in Jolly Roger Bay). An animation called "OshinWalk" also exists in the code.
 	#115 	July 18th, 1995 	A duplicate running animation appearing to be identical to the normal running animation. According to the name, this appears to be a placeholder for when Mario either circles around or is turning around quickly as it doesn't appear to have a file associated. TurnCont likely means "Turning Continuously" or "Turning Control".
 	#145 (Used) and #142 (Unused)	March 18th, 1996 	The animation on the left is Mario's normal sitting animation that's used in the game while the animation on the right is an unused animation appearing to be Mario sitting motionless. It appears to be a duplicate of SlideEnd, but could've possibly have been use to save on space(?). Perhaps this was maybe the original sitting animation before the development team decided to have Mario move his arms to make the animation more visually interesting when sliding. This animation was seen in the Shoshinkai 1995 Demo.
 	#191 (Used) and #73 (Unused) 	December 19th, 1995 (Unused)	The animation at the top is the sideflip animation used in the game and bottom is supposedly an earlier version to that according to it's source code. Just like the sliding animation, this can also be seen in the Shoshinkai 1995 Demo.
=== Other ===
Image	Character 	Description
 	Bully (Kicking)	The Bullies have an unused animation for kicking, which almost seems impossible if you think about it.
N/A 	MIPS 	In an official strategy guide, the producer/director of the game (Shigeru Miyamoto) revealed that Mario was able to throw the MIPS at one point during development. The code still exists which was meant for MIPS he gets thrown by Mario, which can be reactivated upon using hacks. The code also triggers an otherwise unused animation depicting MIPS bouncing on the ground while recovering from a fall. Without hacks, it is possible to see this in-game is if the player uses a glitch by bringing MIPS into the water-draining room.
 	Piranha Plant 	The Piranha Plant has an unused animation that's similar to the sleeping animation seen in Shoshinkai 1995 Demo. It features the enemy showing its teeth as it sleeps, although it differ the difference from that demo since the Piranha Plant occasionally bobs its head like it's having a sleep reflex.
 	Ukiki 	The monkey has an unused animation of falling or tackling.
== Unused Sound Effects ==
Clip 	Name 	Description
thumb	Mario Jump Sound 	An unused sound for Mario jumping. This was used in old prerelease footage dating to 1996, and was later used in later games such Super Smash Bros. and Super Mario Sunshine.
thumb	Trapdoor Sound 	An unused sound for the trapdoor leading to Bowser in the Dark World. It can be heard in Shoshinkai 1995 build of the game. Technically, it was supposed to be used (as the trapdoor is used), but it goes unheard due to the object having the wrong settings.
thumb	Boing Sound 	An unused boing sound. It may have been intended for the unused trampoline, or for Moneybags.
thumb	Unused Instrument	An unused vibraphone instrument. It was originally the main instrument used in Dire Dire Docks in E3 1996 footage.
== Unused Level Effects ==
Animation/Effect	Name 	Description
thumb 	Blizzard	An unused (faster) version of the snowfall animation, making it look more like a blizzard. Using hacks, It can be triggered and reactivated to be played in the main game making it purely aesthetic (having it to interact with Mario in the same way as normal snowflakes do).
 	Flower 	An unused effect which (when enabled) causes a bunch of small happy bouncing flowers to spawn around Mario, with their spawn point radius dependent on the player's position. They attach themselves to a level's solid, horizontal surfaces. It is another purely aesthetic level effect which again can be spawned using hacks. However, the flower graphic is found among the resources for Lethal Lava Land, which in turn is due to it being grouped with the "bubble" environmental effects (which include Lethal Lava Land's bubbling lava).
== Unused Text ==
=== Early Level Select ===
The text is found in both Japanese and English language.
Text (Japanese)	Text (English)
ＳＴＡＧＥ ＳＥＬＥＣＴ
つづける？
１ マウンテン
２ ファイアーバブル
３ スノースライダー
４ ウォーターランド
クッパ１ごう
もどる
ＰＡＵＳＥ
つづける？
やめる ？	STAGE SELECT
Continue?
1: Mountain
2: Fire Bubble
3: Snow Slider
4: Water Land
Koopa 1
Back
PAUSE
Continue?
Quit?
=== Blanked-Out Text ===
Most of these are most likely placeholder text.
Text (Japanese) 	Text (English)
１００まいコインの スター 	100-Coin Star
マウンテンのへやが ひらく！ 	The mountain room opens!
みずとゆき２つのへやが ひらく！ 	The water and snow rooms open!
おおきなほしの ドアがひらく！ 	The Big Star Door opens!
クッパへの とびらがひらく！ 	The door to Bowser is open!
３がいへの とびらがひらく！ 	The door to the third floor is open!
おいしいケーキ 	Delicious Cake
=== Boo's Taunt ===
This message comes after the greeting that appears when Mario enters Big Boo's Haunt for the first time. When the unused message is activated, a short Boo laugh plays as the text box appears. Interestingly, a leftover file in the source code contains an older code used for the boos. Based on that file, the text was originally used when the Ghost Hunt Boos were defeated.
Text
Eh he he...
You're mine, now, hee hee!
I'll pass right through
this wall. Can you do
that? Heh, heh, heh!
== Unused Camera Angle (Cutscene) ==
Image	Level 	Description
 	Shifting Sand Land	In the camera cutscene table, there is an entry that never gets called and is not associated with a level. According to code labels, it was meant for the Pyramid Explosion sequence for the level Shifting Sand Land, which in the final has no cutscene associated with it. The camera shake data exists for this cutscene, along with additional data (being found later on) commented out in the Pyramid actor, likely meaning it was intentionally removed.
== Luigi and Multiplayer Remnants ==
In the game's files, there exists some code that appears to be leftover from when Luigi was intended to be in the game. In several files of the code, a pointer to a second player struct appears right after the pointer to Mario's struct. Within the code for handling shadows, there exists a switch-case block with two cases (one of which sets a variable to the Mario struct and the other sets a variable to the aforementioned second player struct). In the leaked source code, Model ID 2 is labelled as "Luigi", the camera for locking it is labelled as "2P camera", and it was even mentioned in an interview that the fixed camera was intended for a Multiplayer Mode. A section of memory is labelled as "Luigi Animations" in the source code. However, in the final game, this section is completely empty. Unused labels mention a third game mode, "Game_Mode2P". Similarly, Player 2 can still control the camera to some extent.
== See Also ==
* Motos
* Super Mario 64 (beta)
* Unknown Stage (Super Mario 64)
== External Links ==
Super Mario 64 on The Cutting Room Floor.
Category:Super Mario 64
Category:Beta
Category:Beta elements