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

From The Lost Media Wiki
Revision as of 13:11, 18 September 2019 by Ryanskip (talk | contribs) (Gonna edit more of the article soon)
Jump to: navigation, search
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), 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.

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 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. [4] One thing of interest to note is that Mario's original voice lines 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) [4].

But there was also some major features and gameplay mechanics that were scrapped from the game entirely. For 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. [4]

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. [5] 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).

Ultra 64 Patent

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. [6] [7]

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.

Videos

Footage from Spaceworld '95.

Promotional video for Ultra 64.

Clean gameplay of Super Mario 64's beta.

More gameplay footage of Super Mario 64's beta.

Gallery

External Links

References

  1. Archived GameSpot article from May 15th, 1997 about SEGA Saturn's exit strategy, also includes sales from Super Mario 64. Retrieved 17 Sept '19.
  2. "Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo ... - Bill Loguidice, Matt Barton - Google Books". Google Books. Retrieved September 17, 2019.
  3. "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.
  4. 4.0 4.1 4.2 "Prerelease:Super Mario 64 (Nintendo 64)". The Cutting Room Floor. Retrieved September 17, 2019.
  5. Project Space World (October 5, 2016). "'Promotional Video (Software)' - Nintendo 64 B-Roll (1995)". Retrieved September 17, 2019.
  6. "Historical Event: Ultra 64 Patent". sm64beta.com. Archived September 17, 2019.
  7. "Video game system with coprocessor providing high speed efficient 3D graphics and digital audio signal processing". Google Patents. Archived September 17, 2019.