Super Mario 64 (partially found Spaceworld '95 demo of Nintendo 64 3D platformer; 1995): Difference between revisions

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''Super Mario 64'' is a 1996 platforming video game developed and published by Nintendo for the Nintendo 64. It was the very first ''Super Mario Bros.'' title to be in full 3D that was released alongside with the N64. The game's highly regarded as one of the most influential video games of all time due to how innovative it was with redesigning the series' original gameplay formula and unique design. According to Gamespot News, ''Super Mario 64'' sold over 523,000 copies in the first three months of 1997, being the second best-selling console video game. <ref>Horwitz, Jer (May 15, 1997). [http://web.archive.org/web/20000312083957/http://headline.gamespot.com/news/97_05/15_belt/index.html "Saturn's Distant Orbit"]. GameSpot. Retrieved September 17, 2019.</ref>
''Super Mario 64'' is a 1996 platforming video game developed and published by Nintendo for the Nintendo 64. It was the very first ''Super Mario Bros.'' title to be in full 3D that was released alongside with the N64. The game's highly regarded as one of the most influential video games of all time due to how innovative it was with redesigning the series' original gameplay formula and unique design. According to Gamespot News, ''Super Mario 64'' sold over 523,000 copies in the first three months of 1997, being the second best-selling console video game.<ref>[http://web.archive.org/web/20000312083957/http://headline.gamespot.com/news/97_05/15_belt/index.html Archived GameSpot article from May 15th, 1997 about SEGA Saturn's exit strategy, also includes sales from ''Super Mario 64''.] Retrieved 17 Sept '19</ref>


==Background==
==Background==
Throughout its development cycle prior to release, numerous demo builds were shown to the public at the Shoshinikai show (known as  "Nintendo Space World" in America and Europe) and even E3 1996. Around the sixth annual Shoshinikai show that was held on November 22nd through the 24th of 1996, Nintendo announced thirteen games that were in development for their upcoming console entitled the "Ultra 64" (which was later changed to the "Nintendo 64"). <ref>[https://books.google.com/books?id=vpjpAgAAQBAJ&pg=PT437&dq=There,+at+the+7th+Annual+Shoshinkai+Software+Exhibition+in+Japan&hl=en&sa=X&ved=0ahUKEwj3gZuSprTRAhUF2yYKHRaSAGkQ6AEILTAA#v=onepage&q=There%2C%20at%20the%207th%20Annual%20Shoshinkai%20Software%20Exhibition%20in%20Japan&f=false "Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo ... - Bill Loguidice, Matt Barton - Google Books"]. Google Books. Retrieved September 17, 2019.</ref> <ref>"Coverage of the Nintendo Ultra 64 Debut from Game Zero" (http://www.gamezero.com/team-0/articles/industry/shoshinkai_1995/nu64-1.html). Game Zero. Retrieved September 17, 2019.</ref> Among these playable prototypes was the beta version for ''Super Mario 64''.
Throughout its development cycle prior to release, numerous demo builds were shown to the public at the Shoshinikai show (known as  "Nintendo Space World" in America and Europe) and even E3 1996. Around the sixth annual Shoshinikai show that was held on November 22nd through the 24th of 1996, Nintendo announced thirteen games that were in development for their upcoming console entitled the "Ultra 64" (which was later changed to the "Nintendo 64").<ref>[https://books.google.com/books?id=vpjpAgAAQBAJ&pg=PT437&dq=There,+at+the+7th+Annual+Shoshinkai+Software+Exhibition+in+Japan&hl=en&sa=X&ved=0ahUKEwj3gZuSprTRAhUF2yYKHRaSAGkQ6AEILTAA#v=onepage&q=There%2C%20at%20the%207th%20Annual%20Shoshinkai%20Software%20Exhibition%20in%20Japan&f=false Google Books page on ''Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo ...'' where it talks about the Ultra 64 games at Spaceworld '95.] Retrieved 17 Sept '19</ref><ref>[http://www.gamezero.com/team-0/articles/industry/shoshinkai_1995/nu64-1.html Game Zero article on the coverage of Nintendo's debut of Ultra 64.] Retrieved 17 Sept '19</ref> Among these playable prototypes was the beta version for ''Super Mario 64''.


Commonly referred to as the "Spaceworld '95 Demo" (or the Shoshinikai Demo), this version of ''Super Mario 64'' is completely lost to the public with no available rom. And unlike later demo builds (like the E3 1996 demo), there contains a lot of designs, concepts, and sounds that were drastically different from what the public was given in the final release. There were also features that got completely scrapped in later builds.  
Commonly referred to as the "Spaceworld '95 Demo" (or the Shoshinikai Demo), this version of ''Super Mario 64'' is completely lost to the public with no available rom. And unlike later demo builds (like the E3 1996 demo), the demo contains a lot of designs, concepts, and sounds that were drastically different from later builds and the final release. There were also features that got completely scrapped in later builds.  


==Details==
==Details==
[[File:Spacedemo 2.png|thumb|300px|An in-game screenshot of Mario in the lobby with the "clock" health bar visible.]]
[[File:Spacedemo 2.png|thumb|300px|An in-game screenshot of Mario in the lobby with the "clock" health bar visible.]]


There were a lot of general cosmetic differences in this build. Being the HUD design having a completely different layout, the font being less colorful and more simplistic, the health UI being a clock with a number counter on it, different sprites and images, Mario's voice being completely different, the star being a sprite rather than a model, levels having completely different looks (and sometimes different layouts), and a whole lot more. <ref name="tcrf">[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64) "Prerelease:Super Mario 64 (Nintendo 64)"]. The Cutting Room Floor. Retrieved September 17, 2019.</ref> One thing of interest to note is that Mario's original voicelines were discovered in Warner Brothers' SFX library. Even the castle front and inside looked completely different (though the castle interior was exclusively used in the show only) <ref name="tcrf">[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64) "Prerelease:Super Mario 64 (Nintendo 64)"]. The Cutting Room Floor. Retrieved September 17, 2019.</ref>.
There were a lot of general cosmetic differences in this build. Being the HUD design having a completely different layout, the font being more simplistic, the health UI being a clock with a number counter, generally different sprites and images from their final counterpart, Mario's voice sounding completely different, the star being a sprite rather than a model, levels looking completely different both cosmetically and sometimes structurally, and a whole lot more. Even the castle front and inside looked completely different (though the castle interior was exclusively used in the show only).<ref name="tcrf">[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64) The Cutting Room Floor page on the beta versions of ''Super Mario 64''.] Retrieved 17 Sept '19.</ref>


But there was also some major features and gameplay mechanics that were scrapped from the game entirely. For an example, there was a planned minimap feature that would have the overhead of the level on the top right corner. Another example of a feature that was scrapped is when after defeating Bowser, instead of getting a key, you get a star and a bunch of coins. Gameplay and physics were also different from later demo builds. Some examples being Mario spinning after a triple jump and Mario not pausing while doing a ground pound. Some levels, including Peach's Slide, also featured completely unique and different designs. <ref name="tcrf">[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64) "Prerelease:Super Mario 64 (Nintendo 64)"]. The Cutting Room Floor. Retrieved September 17, 2019.</ref>
But there was also some major features and gameplay mechanics that were scrapped from the game. For example, there was a planned minimap feature that would have an overhead view of the level that would be visible on the top right corner. Another example of a feature that was scrapped is when, after defeating Bowser, you get a star and a bunch of coins. Gameplay and physics were also different from later demo builds. One primary example being Mario spinning after a triple jump rather than doing a flip and Mario not pausing mid-air while doing a ground pound. Some levels also featured a completely different design like Peach's Slide or Dire Dire Docks.<ref name="tcrf" />


[[File:Spaceworld_13.png||thumb|150px|Early beta version of Dire Dire Docks.]]
[[File:Spaceworld_13.png||thumb|150px|Early beta version of Dire Dire Docks.]]


There was also an earlier build of the Shoshinkai '95 Demo that has little to no information about it. Even full gameplay footage for it is scarce. The ones that were shown off appeared on a promotional video that was distributed to attendees of Spaceworld '95 which showed off all the upcoming games for the Ultra 64. <ref>Project Space World (October 5, 2016). [https://youtu.be/GjgaRzI853o?t=215 "'Promotional Video (Software)' - Nintendo 64 B-Roll (1995)"]. Retrieved September 17, 2019.</ref> The gameplay that was featured on the promotional video shows off a variety of gameplay features, levels, and designs being completely different or scrapped entirely from later builds. For an example, there were two unknown areas that seemed either completely original or earlier designs of other levels. Another example being the health UI being similar to what we got in the final product (only difference being a more simpler design and the health changing clockwise, unlike it being counter-clockwise).
There was also an earlier build of the Shoshinkai '95 Demo that has barely any information about it. Even full gameplay footage is scarce. The only known gameplay footage that exists appears on a promotional video that was distributed to attendees of Spaceworld '95 which also showed off other games for the Ultra 64. The footage shown off in the promotional video displays a variety of gameplay features, levels, and designs being completely different (or scrapped entirely) from later builds. A major example being the lack of two unknown areas in later builds. Another example being the health UI sharing similarities to the final version (with the only difference being a simpler design and the health changing clockwise rather than being counter-clockwise).


===Ultra 64 Patent===
===Ultra 64 Patent===
[[File:Patent 1.png||thumb|150px|Patent images.]]
[[File:Patent 1.png||thumb|150px|Patent images.]]


On November 1st 2018, the admins at sm64beta.com discovered a patent for Ultra 64 entitled "Video game system with coprocessor providing high speed efficient 3D graphics and digital audio signal processing". Although the patent focused on the Ultra 64, there was also some screenshots of an in-game model for Peach's Castle. This includes a bird's eye view of the castle and Mario's supposed perspective. <ref>[https://archive.is/sWjHg "Historical Event: Ultra 64 Patent"]. sm64beta.com. Archived September 17, 2019.</ref> <ref>[https://archive.is/eMgpx "Video game system with coprocessor providing high speed efficient 3D graphics and digital audio signal processing"]. Google Patents. Archived September 17, 2019.</ref>  
On November 1st, 2018, the admins at sm64beta.com discovered a patent for the Ultra 64 entitled "Video game system with coprocessor providing high speed efficient 3D graphics and digital audio signal processing". Although the patent focused on the Ultra 64's capabilities, there were also in-game screenshots of an earlier version of Peach's Castle. This also includes a bird's eye view of the castle and Mario's supposed perspective showing the front of the castle.<ref>[https://archive.is/sWjHg Archived page on sm64beta.com which discovered the Ultra 64 patent.] Archived 17 Sept '19</ref><ref>[https://archive.is/eMgpx Archived Google Patents page on "Video game system with coprocessor providing high speed efficient 3D graphics and digital audio signal processing".] Archived 17 Sept '19</ref>  


The differences between this rendition of the castle and the final release is the glass window originally being a normal looking window, the other windows having a curved arc, and a cluster of clouds circling around the castle's higher tower. The only issue with these images is that they're black and white and there's no specification if they're from the Spaceworld '95 Beta build or not. Otherwise, it's an interesting insight to see what the developers were thinking while creating Peach's Castle for ''Super Mario 64''.  
The major differences between this version of the castle and the final release is the stained glass window originally being a normal window, the other windows having a curved arc, and a cluster of clouds circling around the castle's higher tower. Despite the lack of colour in these screenshots, it gives an interesting insight to what the developers were thinking while creating Peach's Castle.  


==Videos==
==Videos==
{{Video|perrow  =4
{{Video|perrow  =3
   |service1    =youtube
   |service1    =youtube
   |id1          =FV-ocX_EhpQ
   |id1          =FV-ocX_EhpQ
Line 39: Line 39:
   |description2 =Promotional video for Ultra 64.
   |description2 =Promotional video for Ultra 64.
   |service3    =youtube
   |service3    =youtube
   |id3          =E4Wg1ueVbEw
   |id3          =ys723F9wiwU
   |description3 =Clean gameplay of ''Super Mario 64'''s beta.
   |description3 =More gameplay footage of ''Super Mario 64's'' beta.
  |service4    =youtube
  |id4          =ys723F9wiwU
  |description4 =More gameplay footage of ''Super Mario 64'''s beta.
}}
}}
==Gallery==
==Gallery==
<gallery mode=packed heights=175px>
<gallery mode=packed heights=175px>
Line 53: Line 49:
Spaceworld_7.png|Beta version of the Thwomp.
Spaceworld_7.png|Beta version of the Thwomp.
</gallery>
</gallery>
==See Also==
*[[Super Mario Disk Version aka "Super Mario 64DD" (found unreleased Nintendo 64DD port of 3D platformer; 1999)]]


==External Links==
==External Links==
*[https://www.sm64beta.com Website dedicated to archiving SM64 Beta content.] Retrieved September 17, 2019.
*[https://www.sm64beta.com Website dedicated to archiving ''Super Mario 64'' beta content.] Retrieved 17 Sept '19
*[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64) The Cutting Room Floor page for SM64 Beta content.] Retrieved September 17, 2019.


==References==
==References==
Line 62: Line 59:


[[Category:Lost video games]]
[[Category:Lost video games]]
[[Category:Historic]]

Revision as of 23:56, 14 January 2020

Spacedemo 1.png

An in-game screenshot from the Spaceworld '95 demo that includes the removed minimap feature.

Status: Lost

Super Mario 64 is a 1996 platforming video game developed and published by Nintendo for the Nintendo 64. It was the very first Super Mario Bros. title to be in full 3D that was released alongside with the N64. The game's highly regarded as one of the most influential video games of all time due to how innovative it was with redesigning the series' original gameplay formula and unique design. According to Gamespot News, Super Mario 64 sold over 523,000 copies in the first three months of 1997, being the second best-selling console video game.[1]

Background

Throughout its development cycle prior to release, numerous demo builds were shown to the public at the Shoshinikai show (known as "Nintendo Space World" in America and Europe) and even E3 1996. Around the sixth annual Shoshinikai show that was held on November 22nd through the 24th of 1996, Nintendo announced thirteen games that were in development for their upcoming console entitled the "Ultra 64" (which was later changed to the "Nintendo 64").[2][3] Among these playable prototypes was the beta version for Super Mario 64.

Commonly referred to as the "Spaceworld '95 Demo" (or the Shoshinikai Demo), this version of Super Mario 64 is completely lost to the public with no available rom. And unlike later demo builds (like the E3 1996 demo), the demo contains a lot of designs, concepts, and sounds that were drastically different from later builds and the final release. There were also features that got completely scrapped in later builds.

Details

An in-game screenshot of Mario in the lobby with the "clock" health bar visible.

There were a lot of general cosmetic differences in this build. Being the HUD design having a completely different layout, the font being more simplistic, the health UI being a clock with a number counter, generally different sprites and images from their final counterpart, Mario's voice sounding completely different, the star being a sprite rather than a model, levels looking completely different both cosmetically and sometimes structurally, and a whole lot more. Even the castle front and inside looked completely different (though the castle interior was exclusively used in the show only).[4]

But there was also some major features and gameplay mechanics that were scrapped from the game. For example, there was a planned minimap feature that would have an overhead view of the level that would be visible on the top right corner. Another example of a feature that was scrapped is when, after defeating Bowser, you get a star and a bunch of coins. Gameplay and physics were also different from later demo builds. One primary example being Mario spinning after a triple jump rather than doing a flip and Mario not pausing mid-air while doing a ground pound. Some levels also featured a completely different design like Peach's Slide or Dire Dire Docks.[4]

Early beta version of Dire Dire Docks.

There was also an earlier build of the Shoshinkai '95 Demo that has barely any information about it. Even full gameplay footage is scarce. The only known gameplay footage that exists appears on a promotional video that was distributed to attendees of Spaceworld '95 which also showed off other games for the Ultra 64. The footage shown off in the promotional video displays a variety of gameplay features, levels, and designs being completely different (or scrapped entirely) from later builds. A major example being the lack of two unknown areas in later builds. Another example being the health UI sharing similarities to the final version (with the only difference being a simpler design and the health changing clockwise rather than being counter-clockwise).

Ultra 64 Patent

Patent images.

On November 1st, 2018, the admins at sm64beta.com discovered a patent for the Ultra 64 entitled "Video game system with coprocessor providing high speed efficient 3D graphics and digital audio signal processing". Although the patent focused on the Ultra 64's capabilities, there were also in-game screenshots of an earlier version of Peach's Castle. This also includes a bird's eye view of the castle and Mario's supposed perspective showing the front of the castle.[5][6]

The major differences between this version of the castle and the final release is the stained glass window originally being a normal window, the other windows having a curved arc, and a cluster of clouds circling around the castle's higher tower. Despite the lack of colour in these screenshots, it gives an interesting insight to what the developers were thinking while creating Peach's Castle.

Videos

Footage from Spaceworld '95.

Promotional video for Ultra 64.

More gameplay footage of Super Mario 64's beta.

Gallery

See Also

External Links

References