subdirectory_arrow_right Super Mario 64 DS (Game)
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In early development of the game when Nintendo were working on character movement and camera angles, they only had two characters; MIPS the rabbit and Mario. MIPS was planned to be just a testing dummy, but made it into the final game because they didn't want to part with him.
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MIPS, the rabbit in the castle basement, is named after the MIPS (Microprocessor without Interlocked Pipeline Stages) microprocessor. The Nintendo 64's CPU runs on a MIPS Microprocessor, so the name was chosen for the rabbit.
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As early as January 1997, a cancelled sequel for Super Mario 64 was in development, commonly called "Super Mario 64 2" or "Super Mario 128" (not to be confused with the tech demo of the same name) for the failed Nintendo 64DD expansion. Only one demo was ever made, but was never shown to the public. Luigi was planned to feature in it as a playable character, and anywhere from two to four player co-operative play was planned. Shigeru Miyamoto once said he hoped to make the game as complex as Banjo-Kazooie, and joked that the box art for the game would be green if the demand was strong enough for Luigi.
DidYouKnowGaming video:
https://www.youtube.com/watch?v=glC3zXaJjtQ
Nintendo Power January 1997 interview:
https://web.archive.org/web/20110927050910/http://www.miyamotoshrine.com/theman/interviews/0197.shtml
The 64DREAM December 1997 interview [source originally provided by ThisGuyInTheSuit]:
https://yomuka.wordpress.com/2013/03/29/itoi-miyamoto-interview-64dd/
IGN May 1998 interview:
https://archive.ph/20130902112235/http://www.ign.com/articles/1998/05/27/miyamoto-shows-off-zelda-64
Nintendo Power November 1998 interview:
https://web.archive.org/web/20010710092355/http://www.nintendo.com/games/gamepage/developerinfo.jsp?gameId=147
Nintendo Power December 1998 interview:
https://archive.org/details/subscriber-bonus-previews-99-top-tips-98/page/n1/mode/2up
https://www.youtube.com/watch?v=glC3zXaJjtQ
Nintendo Power January 1997 interview:
https://web.archive.org/web/20110927050910/http://www.miyamotoshrine.com/theman/interviews/0197.shtml
The 64DREAM December 1997 interview [source originally provided by ThisGuyInTheSuit]:
https://yomuka.wordpress.com/2013/03/29/itoi-miyamoto-interview-64dd/
IGN May 1998 interview:
https://archive.ph/20130902112235/http://www.ign.com/articles/1998/05/27/miyamoto-shows-off-zelda-64
Nintendo Power November 1998 interview:
https://web.archive.org/web/20010710092355/http://www.nintendo.com/games/gamepage/developerinfo.jsp?gameId=147
Nintendo Power December 1998 interview:
https://archive.org/details/subscriber-bonus-previews-99-top-tips-98/page/n1/mode/2up
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If you jump up and down in a shallow pool of water, you can occasionally see a fish jump out of the water with you.
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In the original Japanese version, if the player runs to where a key will land after defeating Bowser in the Dark World or Fire Sea, presses C-Up and looks somewhere, Mario will keep looking in that direction during the key collection cutscene.
subdirectory_arrow_right Super Mario 64: Shindou Pak Taiou Version (Game), Super Mario 3D All-Stars (Game)
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If you allow Mario to fall asleep (by remaining idle for an extended period of time) for long enough, he'll start sleep-talking about spaghetti and ravioli, two Italian foods.
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The game's planned multiplayer mode ended up being reworked into a Mario Bros.-style minigame thanks to the Nintendo 64's technical limitations making the split-screen concept unfeasible. However, in February of 1996 (just a month before E3 of that year), both multiplayer mode and Luigi were removed, in part because the Nintendo 64 was bundled with only one controller. These statements are corroborated by findings from the Gigaleak, a massive content leak of internal data from Nintendo in 2020 that included early assets from Super Mario 64. Among the leaked material was a model and textures for Luigi and sprites for "1P" and "2P" icons. Luigi's model is dated June 20, 1995, while the icons use the same generic font seen in the Shoshinkai demo from November of that year, rather than the custom font seen in both the E3 1996 demo and the final release.
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The Idea for Metal Mario may have come from an interview with Shigeru Miyamoto published in 1991, in Nintendo Power's Mario Mania Player's Guide, Miyamoto reportedly said: "Who knows what Mario will look like in the future? Maybe he'll wear metallic clothes!"
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Several of Mario's voiced lines didn't exist in the original Japanese version of the game, and were added for western releases:
• "Hello" and "Press Start to Play" during the demo screen with Mario's head.
• "Okey-dokey!" when choosing a save file.
• "Let's-a go!" when choosing a star.
• "Game over." when Mario runs out of lives.
• His dreams about pasta are missing.
• "I'm-a tired." - when the player is idle.
• "So long-a Bowser!" - when Mario throws Bowser a long distance.
• "D'oh!" - when long-jumping, sliding, or diving into a wall.
• "Boing!" - when bouncing off of a Spindrift's head.
• Mario will say either "Yahoo!", "Wha-ha!", or "Yippee!" during the last jump in a triple jump. In the Japanese game, he says "Yahoo!" every time for the third jump.
• In the opening sequence, Mario says "Yahoo! Ha ha!" when he leaps out of the pipe instead of just "Yahoo!" in the Japanese version.
• Mario will always say "Mama Mia!" after being ejected from a level's entrance after losing a life, unlike the Japanese version where he only says it when ejected from a portrait.
• "Hello" and "Press Start to Play" during the demo screen with Mario's head.
• "Okey-dokey!" when choosing a save file.
• "Let's-a go!" when choosing a star.
• "Game over." when Mario runs out of lives.
• His dreams about pasta are missing.
• "I'm-a tired." - when the player is idle.
• "So long-a Bowser!" - when Mario throws Bowser a long distance.
• "D'oh!" - when long-jumping, sliding, or diving into a wall.
• "Boing!" - when bouncing off of a Spindrift's head.
• Mario will say either "Yahoo!", "Wha-ha!", or "Yippee!" during the last jump in a triple jump. In the Japanese game, he says "Yahoo!" every time for the third jump.
• In the opening sequence, Mario says "Yahoo! Ha ha!" when he leaps out of the pipe instead of just "Yahoo!" in the Japanese version.
• Mario will always say "Mama Mia!" after being ejected from a level's entrance after losing a life, unlike the Japanese version where he only says it when ejected from a portrait.
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Princess Peach doesn't have any voice acting in the original Japanese release during the beginning and final cutscenes. This was added for all other versions.
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