From 6a258aa00d73b3c0174bab48ac953022f058cf18 Mon Sep 17 00:00:00 2001 From: Francesco Mecca Date: Tue, 20 Jun 2023 18:22:36 +0200 Subject: [PATCH] supermario 64 --- gamewiki/supermario64.org | 275 ++++++++++++++++++++++++++++++++++++++ gamewiki/todo.org | 2 + 2 files changed, 277 insertions(+) create mode 100644 gamewiki/supermario64.org diff --git a/gamewiki/supermario64.org b/gamewiki/supermario64.org new file mode 100644 index 0000000..8ad35b5 --- /dev/null +++ b/gamewiki/supermario64.org @@ -0,0 +1,275 @@ +#+TITLE: Super Mario 64 +#+FILETAGS: :games:n64:mario: +#+AUTHOR: bparodi +Super Mario 64, released in 1996 for the Nintendo 64, holds a significant place +in the history of video games. Its impact on the industry and its enduring +legacy can be attributed to several key factors. + +Super Mario 64 revolutionized the platforming genre by successfully +transitioning the beloved 2D Mario franchise into a fully immersive 3D world. It +introduced players to a free-roaming, three-dimensional environment that was a +breakthrough at the time. The game's innovative camera control and fluid +controls made navigating the 3D space a joy, setting a new standard for 3D +platformers. + +Beyond its technical achievements, Super Mario 64 showcased remarkable design +innovation. Its expansive levels, interconnected with multiple objectives, +encouraged exploration and rewarded curiosity. The game introduced various +gameplay mechanics, like wall-jumping and long jumps, which added depth and +complexity to the platforming experience. Each level was crafted with +imagination and offered unique challenges, captivating players and setting a +benchmark for level design in the industry. + +Super Mario 64 had a profound impact on the gaming industry as a whole. Its +success demonstrated the viability of 3D gaming, inspiring countless developers +to explore the possibilities of the medium. The game's innovative mechanics, +camera system, and control scheme became industry standards, influencing the +design of subsequent 3D platformers. + +Culturally, Super Mario 64 played a crucial role in popularizing video games and +solidifying Mario's status as an iconic gaming character. It became a flagship +title for the Nintendo 64, contributing to the console's success and amassing a +dedicated fanbase. The game's imaginative worlds, memorable characters, and +catchy music furthered its cultural impact, resonating with a broad audience +beyond the gaming community. + +Even after more than two decades since its release, Super Mario 64 continues to +be regarded as a timeless classic. Its influence can be observed in subsequent +Mario games and the broader platforming genre. The game's re-releases on various +platforms have introduced new generations of players to its groundbreaking +gameplay, ensuring its legacy lives on. + +* Platforms +The game can be played: +- Nintendo 64: The original platform for Super Mario 64, the game was designed + specifically for the Nintendo 64 console. Playing it on the original hardware + provides the most authentic experience. +- Nintendo DS: In 2004, Super Mario 64 was remade and released as "Super Mario + 64 DS" for the Nintendo DS handheld console. This version included additional + playable characters and other new features. +- Virtual Console (Wii and Wii U): Super Mario 64 was made available for + download on the Virtual Console service, which was offered on both the + Nintendo Wii (2006) and the Wii U (2012). These digital releases allowed + players to experience the game on modern Nintendo platforms. +- Nintendo Switch: As part of the celebration for Super Mario's 35th + anniversary, a remastered version of Super Mario 64 was released as part of + the "Super Mario 3D All-Stars" collection for the Nintendo Switch + in 2020. This version featured higher resolution graphics but retained the + core gameplay of the original. +* The PC port +[[https://github.com/sm64-port/sm64-port][SM64]] was a successful attempt at reverse-engineer the source code for Super +Mario 64. The game's assembly code was manually decompiled into C source +code. The project also extracts game assets (such as backgrounds, sprites, maps, +and text) from an original game copy into more modern formats. The C code and +assets can then be recompiled to create a 1-to-1 ("matching": functions are +matched against their ASM equivalent) copy of the game. Eventually SM64 got +suppor for 4K, 60fps, lua scripting and multiplayer. + +There is also a javascript port that supports a controller and multiplayer but I have +never tested it. +* Mods +There is a very big modding community around Super Mario 64, both for the DS, +the PC version and the original version. Mods come in the form of lua scripts or +custom compiled roms. They can extend or revamp: +- the moveset +- the graphic of the characters or other world elements +- levels and gameplay in general +- the audio system and the OST +Mods can be downloaded from different websites, personally I used: +- https://sm64romhacks.com/ +- https://sm64ex-coopmods.com/ +* Multiplayer +Multiplayer can be achieved either using the Nintendo DS rom with an emulator +that supports online play or with the sm64ex-coop version of the game. +In particular there are two versions of the sm64ex-coop port: +- vanilla +- the Robert Kirkman fork: this adds android support and touch screens controls, + along with a new save file format. It breaks compatibility with some lua + mods. Play this only if you plan on hacking the save file or want more modern textures. +I have included the precompiled vanilla port for Windows and Linux using the US +rom. +Personally I have played the vanilla version in multiplayer with the extended moveset. +* Save file editor +The save file original format is partially documented here: +https://bryc.github.io/sm64eep/ +A famous modder made a buggy save file editor that does its job properly on the +rare occasion that you can run it without crashing. I have included the +precompiled releases of the editor. In alternative you can use the +~CompleteSave.lua~ mod and try to edit that if needed. +* Files +Everything is under the Nintendo/N64/sm64 subpath of the games folder, except +for the save file editor that is in the software folder; once there, take a look +at some of the other projects related to this game. +* Secrets +Castle Secret Stars + +In addition to the main courses of the game and the Bowser courses, there are +also a few hidden courses that house several of the castle's Secret Stars, as +well as the three Cap Switches. + +- the Princess's Secret Slide (2 Stars) + + the player must ride the slide all the way to the bottom and hit the yellow + block to collect the Power Star + + this second Star will appear only if the player reaches the bottom of the + slide in under 21 seconds. This Star will appear in front of the yellow + block that contained the first Star +- The Secret Aquarium (1 Star) +- Bowser in the Dark World (1 Star) +- Toads' Stars (3 Stars): Three of the Toads in the castle each give Mario a + Power Star when talked to. One of the Toads is in a corner near the entrance + to the Hazy Maze Cave, another is under the staircase on the second floor, and + the third is to the right of Tick Tock Clock. +- Tower of the Wing Cap (Wing Cap) (1 Star) +- Cavern of the Metal Cap (Metal Cap) (1 Star) +- Vanish Cap Under the Moat (Vanish Cap) (1 Star) +- MIPS (2 Stars): MIPS, also known as the Yellow Rabbit, is a minor character + found in the basement of the Mushroom Castle in Super Mario 64. He is Princess + Peach's pet rabbit. Along with Mario, MIPS was the first character created for + Super Mario 64. He was used extensively in early Nintendo 64 test simulations + and ultimately made it into the final game because the development team liked + him so much. MIPS is named after the MIPS (Microprocessor without Interlocked + Pipeline Stages) microprocessor, the instruction set used in the + Nintendo 64. Several of MIPS's lines reference the White Rabbit from Alice's + Adventures in Wonderland. MIPS can be first seen in Super Mario 64, after the + player collects 15 Power Stars. He is found in the basement of the Mushroom + Castle—when Mario approaches MIPS, he runs away. After Mario catches MIPS, the + rabbit rewards him with a Power Star. MIPS appears in the basement a second + time after Mario has collected 50 Power Stars, and Mario can catch MIPS again + for another Power Star. MIPS does not reappear for the rest of the game after + that. In the remake Super Mario 64 DS, MIPS does not make a reappearance, + instead being replaced by the rabbits scattered throughout the castle for each + player character to find. They are modeled after MIPS, but they do not give up + Power Stars. Instead, they give up keys to unlock minigames in the Rec + Room. Two of Mario's, one of Wario's, and one of Yoshi's rabbits can be found + in the same location MIPS was in the original game. The rabbits are also + internally named "MIP"[5] with their key known as a "MIP Key,"[6] with the + former corroborated by the Shogakukan guide. +- Bowser in the Fire Sea (1 Star) +- Wing Mario Over the Rainbow (1 Star) +- Bowser in the Sky (1 Star) + +** Fall and take no damage +If you fall too far, you will lose some health. If you ground pound right before +you touch the ground (or fall too far), you will take no damage. +** Butterfly Rewards +In some courses, three butterflies may appear. If they do appear, try to catch +one. One holds a hidden 1-Up Mushroom, while the other two conceal +cannonballs. If a whole group appears, don't bother with them because they hide +nothing. + +** Secret Warp Points +Some courses have secret warp points that will take you to hidden areas in a +level. They can be hidden in the most unexpected places, and you never know when +you may trigger one. The secret warp points are: + +- In Whomp's Fortress, at the first Thwomp, walk to the Metal Cap Block and walk + a little farther. It will teleport you to the "observation area" near the top + of the fortress. This is a shortcut to Star 2, To The Top Of The Fortress. +- In Tiny-Huge Island, after pressing the red switch and running to the floating + platform, the corner with a single coin teleports you back. +- There are two on Bob-omb Battlefield, one to the right of the wooden bridge at + the start, near where Koopa the Quick is after you race him. If you stand in + the flower garden you will be warped over to the field where the water bubbles + are being shot. The second one is in the cannon holes going up the mountain; + if you press against the back wall of the first one, you will be teleported to + the second. This can help during the race with Koopa the Quick. +- Cool, Cool Mountain: from the start of the level head right and get as close + to the corner of the slope and cliff as you can, and you will be teleported to + the broken bridge near the penguin looking for her baby. +- Tall, Tall Mountain: go to the Scary 'Shrooms area. On one of the shrooms, + there is a warp that takes you to the cannon. +- Rainbow Ride: there's one on the doorstep of the house. Just climb the stairs + and stand outside and it will warp you to the top of the red coin area by the + ! block. +- There are two more in Shifting Sand Land: standing next to the 1-Up palm tree + on the water side will transport you to the wing cap near the cannon. The + other is inside the Pyramid near the rolling thwomp thing near the pole and + takes you to the 1-up on top of the cage. +- The warp point in Lethal Lava Land is located in the middle of the island + toward the beginning with the wing cap. This takes you in the pocket beneath + the closest eye. This is more useful to return to the wing cap after making + the eye roll. +- Snowman Land has a warp point by standing next to the tree in the South East + corner that warps you to another tree next to the cold water with snow waves. + +** Floating Penguin +Enter Cool, Cool Mountain in the Lil' Penguin Lost level. Bring the baby penguin +at the beginning to the mother penguin at the end and grab it again. Jump into +the star while still holding the penguin and voila, the penguin is floating. +** After getting all 120 stars +*** The Castle Cannon, Roof, and Yoshi's Reward +If you explore the courtyard outside Peach's Castle, you'll find a closed-up +cannon. Unlike the other cannons you'll find, this one is special. It will only +open if you restore the castle's Star Power completely. In order to do that, you +need to obtain every last Power Star in the game, a whopping 120! Once you've +collected all of them, the cannon will open. When it does, hop into it and aim +it at the castle roof. If you land on the roof, you'll find three 1-Up +Mushrooms, and none other than Yoshi! If you talk to him, he'll compliment you +on your achievement, and give you a present from the Super Mario 64 Staff! +You'll be given 101 lives, and your Triple Jump will change so that you never +get hurt! Unfortunately, if you save the game and turn it off, both your super +triple jump and your 101-life upgrade will be gone, but Yoshi will be back! +*** The Big Penguin Became Fat! +Once you've obtained all 120 Power Stars, go into Cool, Cool Mountain and race +the big penguin. However, you'll be in for a surprise: he's gotten fat! You can +still race him, only he's bigger and harder. You won't get anything for the +race, except for the shock that the big penguin decided not to slide for a while +and let himself go! +*** Compliments from Bowser Himself +If you defeat Bowser in the final level - after you've obtained all 120 Power +Stars - he'll insult his troops for handing over all the Power Stars and +compliment you on your work to get them all, even the secret ones he missed! + +* Level-specific secrets +** L9: the changes in Dire, Dire Docks +If you return to Dire, Dire Docks after completing Bowser in the Fire Sea, you will notice three changes: +- Bowser's Sub disappears. People have a theory that this happens because Bowser + has left the fire sea and gone to the sky, and the Dire, Dire Docks portal is + in the same room, so he takes his sub with him. +- Moving poles appear at the framework of the docks. +- The gate blocking the passageway to the pond outside Princess Peach's Castle + is open. +*** Super Mario 64 DS +There are four changes in the DS version. In addition to the three in the +original, the Bill Blasters disappear. + +** L11: adjusting the water level in Wet-Dry World +Depending upon where you jump into the painting that leads to Wet-Dry World, the +water level will rise or fall to that point. This way, you can reach the Bob-omb +Buddy in the level by jumping into the highest area of the painting. In Super +Mario 64 DS If you talk to one of the toads near the level, he'll tell you that +you can change the water level in Wet-Dry World: if you triple-jump into the +painting, the level will be flooded, with the water level at it's highest. L13: +small island or big island? + +There are two paintings you can enter that will allow you to enter Tiny-Huge +island on the tiny-sized island or the huge-sized island. The one on the left +takes you to the tiny island, and the one on the right takes you to the huge +island. + +*** L13: shortcut on Tiny-Huge Island +If you enter Tiny-Huge Island from the left entrance, where everything is tiny, +swim over to the island with the ! Block on it at the start of the level. Line +yourself up almost against the wall and parallel to the ! Block and do a +Backwards Somersault. + +If you did it correctly, you should end up on top of the ! Block and be able to +hop onto the top of the island in a big shortcut. You can also do the reverse +direction back flip to achieve this, although it works better on the second +platform with the Tube and Piranha Plant. + +*** L14: odd timing + +There is a secret to how the Tick Tock Clock's mechanisms behave. Watch the +position of the big hand on the grandfather clock before you enter the level! +- If the big hand is on 3: the clock's mechanisms will move at a slow, steady, + and predictable pace, making the clock easier to navigate. +- If the big hand is on 6: the clock's mechanisms will be moving at + unpredictable speeds, making going up the clock wacky and hard. Sometimes, the + mechanisms will even reverse! +- If the big hand is on 9: the clock's mechanisms will move at a fast and + frenzied but still predictable pace, making the clock harder to but still + possible to go up. +- If the big hand is on 12: the clock's mechanisms will come to a complete halt, + and be stopped the entire time you're in the clock. This makes the clock very + easy to traverse, but makes it a challenge to reach the very top of the clock. diff --git a/gamewiki/todo.org b/gamewiki/todo.org index 590977a..751dd4d 100644 --- a/gamewiki/todo.org +++ b/gamewiki/todo.org @@ -2,3 +2,5 @@ - css for toc - mirror wiibrew.org - mirror cemu wiki https://wiki.cemu.info/wiki/Main_Page +- mirror super mario wiki +- video gameplay