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