Super Mario 64 - Images
Mr. Sandstorm
![Supper Mario Broth @MarioBrothBlog Development files for Super Mario 64 contain an early model of the Mr. Blizzard snowman enemy that, due to missing color data, appears with yellowish green gradients. While completely unintended, this makes it appear cactus-themed, accidentally creating a plausible enemy design. Raw development data, with missing vertex textures creating unintended green gradients Development data with correct vertex colors patched in Mr. Blizzard in the finished game, for comparison Artist's conception of a hypothetical cactus-themed Mr. Blizzard in-game, if such a thing had been intended Source: tcrf.net users "AltoXorg", "WeegeeMEME", tcrf.net/Development:Super_Mario_64_(Nintendo_64)/Models](https://i.kym-cdn.com/photos/images/masonry/002/803/018/9b3.png)
![Supper Mario Broth @MarioBrothBlog Development files for Super Mario 64 contain an early model of the Mr. Blizzard snowman enemy that, due to missing color data, appears with yellowish green gradients. While completely unintended, this makes it appear cactus-themed, accidentally creating a plausible enemy design. Raw development data, with missing vertex textures creating unintended green gradients Development data with correct vertex colors patched in Mr. Blizzard in the finished game, for comparison Artist's conception of a hypothetical cactus-themed Mr. Blizzard in-game, if such a thing had been intended Source: tcrf.net users "AltoXorg", "WeegeeMEME", tcrf.net/Development:Super_Mario_64_(Nintendo_64)/Models](https://i.kym-cdn.com/photos/images/original/002/803/018/9b3.png)
Super Mario 64
vs. Chief Chilly
Super Mario 64
Sign Scare
Super Mario 64
going the right way(?)
![A looping gif of Mario going up the infamous Endless Stairs in Super Mario 64. Made via a YouTube-to-gif and a Cas van de Pol video. Could be used as a "why are you dragging this on" meme template or reaction, I guess.](https://i.kym-cdn.com/photos/images/masonry/002/786/264/fb9.gif)
![A looping gif of Mario going up the infamous Endless Stairs in Super Mario 64. Made via a YouTube-to-gif and a Cas van de Pol video. Could be used as a "why are you dragging this on" meme template or reaction, I guess.](https://i.kym-cdn.com/photos/images/original/002/786/264/fb9.gif)
Super Mario 64
Spawn hats to turn into the void
![****Supper Mario Broth @MarioBrothBlog In Super Mario 64, taking a warp while Mario's hat is on the ground spawns a new copy of it every time. In most versions, overflowing the object limit with hats crashes the game, but the NSO version features unique visuals such as turning Mario and some other objects into voids. P1 The stack of duplicated hats in the distance, causing an object overflow. Getting any closer to the hats crashes the game. murce: Supper Mario Broth, screenshot taken on original hardware, game: Super Mario 64 (NSO+EP N64, Switch)](https://i.kym-cdn.com/photos/images/masonry/002/785/606/5a6.png)
![****Supper Mario Broth @MarioBrothBlog In Super Mario 64, taking a warp while Mario's hat is on the ground spawns a new copy of it every time. In most versions, overflowing the object limit with hats crashes the game, but the NSO version features unique visuals such as turning Mario and some other objects into voids. P1 The stack of duplicated hats in the distance, causing an object overflow. Getting any closer to the hats crashes the game. murce: Supper Mario Broth, screenshot taken on original hardware, game: Super Mario 64 (NSO+EP N64, Switch)](https://i.kym-cdn.com/photos/images/original/002/785/606/5a6.png)
Super Mario 64
rare luigi plush super mario 64 DS
Super Mario 64
This was definitely done on purpose
![Supper Mario Broth @MarioBrothBlog In Super Mario 64, Mario always enters Big Boo's Haunt at the coordinate X=666. The entire mansion is also centered on a vertical plane going through X=666. Whether this was a deliberate decision by the developers or an incredible coincidence is unknown. 3x4 MAPINFO AREA 9x0 AxO GSTATU BGAREA DPRINT In Super Mario 64, Mario's spawning point in Big Boo's Haunt has an X coordinate of 666. Above is a screenshot showing the unused in-game debug mode (accessible with cheats) showing the value, circled in yellow, directly after entering the course and not moving. Moreover, the entire mansion seems to be centered on the X-666 coordinate. Here, I added a vertical plane marking the coordinate to a model of the course. Note how it goes exactly through the middle of the mansion and divides it into two equal halves. Whether this is a deliberate reference to the demonic connotations of the number 666 to fit the unsettling nature of the course, or simply an astonishing coincidence, is unknown. ource: models-resource.com user "Pyro Jay", models-resource.com/nintendo_64/supermario64/model/38704/; Supper Mario Broth, screenshot taken in a N64 emulator, game: SM64 (NA, N](https://i.kym-cdn.com/photos/images/masonry/002/771/784/665.png)
![Supper Mario Broth @MarioBrothBlog In Super Mario 64, Mario always enters Big Boo's Haunt at the coordinate X=666. The entire mansion is also centered on a vertical plane going through X=666. Whether this was a deliberate decision by the developers or an incredible coincidence is unknown. 3x4 MAPINFO AREA 9x0 AxO GSTATU BGAREA DPRINT In Super Mario 64, Mario's spawning point in Big Boo's Haunt has an X coordinate of 666. Above is a screenshot showing the unused in-game debug mode (accessible with cheats) showing the value, circled in yellow, directly after entering the course and not moving. Moreover, the entire mansion seems to be centered on the X-666 coordinate. Here, I added a vertical plane marking the coordinate to a model of the course. Note how it goes exactly through the middle of the mansion and divides it into two equal halves. Whether this is a deliberate reference to the demonic connotations of the number 666 to fit the unsettling nature of the course, or simply an astonishing coincidence, is unknown. ource: models-resource.com user "Pyro Jay", models-resource.com/nintendo_64/supermario64/model/38704/; Supper Mario Broth, screenshot taken in a N64 emulator, game: SM64 (NA, N](https://i.kym-cdn.com/photos/images/original/002/771/784/665.png)
Super Mario 64
Wiggler the Unkillable
![Supper Mario Broth @MarioBrothBlog The unreleased 64DD prototype version of Super Mario 64 cannot be 100% completed because Wiggler is literally too strong for the game to handle. An oversight briefly gives him 1024 health for one frame, which crashes the game as it cannot handle such a high amount of health. In 2014, a prototype for an unreleased version of Super Mario 64 for the Japan-only 64DD add-on for the Nintendo 64 surfaced. This version is mostly playable, except that it cannot be 100% completed due to the inside of the cave in Tiny-Huge Island, which contains two stars, crashing the game upon being entered. Examining the crash closely reveals that it occurs due to Wiggler, who resides in that cave. Wiggler is supposed to have 3 health. However, when the room loads, for one frame, his health is set to a whopping 1024 instead before another line of code sets it to 3. As his behavior is determined by his health, a table is used to look it up. The table, naturally, has 3 entries as those are the amounts of health he is expected to have. Having his health become 1024 causes the game to look on "line 1024" of a 3-line table, which is way past the end of the table and executes unintended code, crashing the game. Curiously, the exact same oversight occurs in the original Nintendo 64 version of the game, except that the unintended code the game encounters there ends up simply doing nothing instead of crashing. As such, it was merely a small change in the order of the instructions during the porting process to the 64DD that caused this effect. Source: ukikipedia.net/wiki/Super Mario_64#64DD_Version](https://i.kym-cdn.com/photos/images/masonry/002/766/171/dc1.png)
![Supper Mario Broth @MarioBrothBlog The unreleased 64DD prototype version of Super Mario 64 cannot be 100% completed because Wiggler is literally too strong for the game to handle. An oversight briefly gives him 1024 health for one frame, which crashes the game as it cannot handle such a high amount of health. In 2014, a prototype for an unreleased version of Super Mario 64 for the Japan-only 64DD add-on for the Nintendo 64 surfaced. This version is mostly playable, except that it cannot be 100% completed due to the inside of the cave in Tiny-Huge Island, which contains two stars, crashing the game upon being entered. Examining the crash closely reveals that it occurs due to Wiggler, who resides in that cave. Wiggler is supposed to have 3 health. However, when the room loads, for one frame, his health is set to a whopping 1024 instead before another line of code sets it to 3. As his behavior is determined by his health, a table is used to look it up. The table, naturally, has 3 entries as those are the amounts of health he is expected to have. Having his health become 1024 causes the game to look on "line 1024" of a 3-line table, which is way past the end of the table and executes unintended code, crashing the game. Curiously, the exact same oversight occurs in the original Nintendo 64 version of the game, except that the unintended code the game encounters there ends up simply doing nothing instead of crashing. As such, it was merely a small change in the order of the instructions during the porting process to the 64DD that caused this effect. Source: ukikipedia.net/wiki/Super Mario_64#64DD_Version](https://i.kym-cdn.com/photos/images/original/002/766/171/dc1.png)
Super Mario 64
Footrace with Koopa the Quick
Super Mario 64
Little by little, the darkness consumes him.
!["Addendum":https://twitter.com/MarioBrothBlog/status/1740061799570124905](https://i.kym-cdn.com/photos/images/masonry/002/726/896/1b8.png)
!["Addendum":https://twitter.com/MarioBrothBlog/status/1740061799570124905](https://i.kym-cdn.com/photos/images/original/002/726/896/1b8.png)
Super Mario 64
It is possible for a Koopa to retrieve his shell from underneath Mario while Mario is surfing on it....
![我](https://i.kym-cdn.com/photos/images/masonry/002/725/526/e99.gif)
![我](https://i.kym-cdn.com/photos/images/original/002/725/526/e99.gif)
Super Mario 64
Proof of progress
![Supper Mario Broth @MarioBrothBlog At the end of the Bowser in the Dark World course in Super Mario 64, the player may encounter a variable number of 1-Up Mushrooms. The number of mushrooms actually depends on which Bowser battles Mario has won at that point. When entering Bowser in the Dark World for the first time, only one 1-Up Mushroom is present in the seesaw area. Upon defeating Bowser in this course and then replaying it, two more 1-Up Mushrooms are added. Bizarrely, upon winning the second Bowser battle in Bowser in the Fire Sea and then returning, a fourth 1-Up Mushroom is added. ource: YouTube user @Drogie, youtube.com/watch?v=HpdVhp97yJc; Supper Mario Broth, screenshots taken in a N64 emulator, game: Super Mario 64 (NA, N64)](https://i.kym-cdn.com/photos/images/masonry/002/723/623/3c1.png)
![Supper Mario Broth @MarioBrothBlog At the end of the Bowser in the Dark World course in Super Mario 64, the player may encounter a variable number of 1-Up Mushrooms. The number of mushrooms actually depends on which Bowser battles Mario has won at that point. When entering Bowser in the Dark World for the first time, only one 1-Up Mushroom is present in the seesaw area. Upon defeating Bowser in this course and then replaying it, two more 1-Up Mushrooms are added. Bizarrely, upon winning the second Bowser battle in Bowser in the Fire Sea and then returning, a fourth 1-Up Mushroom is added. ource: YouTube user @Drogie, youtube.com/watch?v=HpdVhp97yJc; Supper Mario Broth, screenshots taken in a N64 emulator, game: Super Mario 64 (NA, N64)](https://i.kym-cdn.com/photos/images/original/002/723/623/3c1.png)
Super Mario 64
I'M-A NUMBER ONE!!!!
Super Mario 64
In Bob-omb Battlefield, if Mario attempts to punch a certain box from the left, he will instead read...
![0x0 #X57](https://i.kym-cdn.com/photos/images/masonry/002/721/106/380.gif)
![0x0 #X57](https://i.kym-cdn.com/photos/images/original/002/721/106/380.gif)
Super Mario 64
Respawning objects for hundreds of years doesn't crash Super Mario 64 DS.
![Supper Mario Broth @Mario BrothBlog A glitch in Super Mario 64 DS allows Yoshi to collect most stars from anywhere in the course by having them jump onto his tongue. Unfortunately, doing this requires spawning 4.3 billion objects in a row, which takes hundreds of years of continuous gameplay. In Super Mario 64 DS, every object has a unique ID. The IDs are established when an area loads, with the objects that are there from the beginning getting the lowest ID numbers, and any object spawned afterward getting a sequentially higher ID. IDs are used by the game for a variety of functions. For example, when Yoshi's tongue touches an object, the game records what ID that object has, then places an object of that ID onto Yoshi's tongue on the next frame if he is supposed to eat it. In virtually all cases, the object Yoshi's tongue touched and the object placed on it will be the same because IDs are unique. However, there is a limit to how unique something can be. IDs are assigned a numerical range from 0 to 4,294,967,295. That means that if the game needs to assign over 4.3 billion IDs by spawning that many new objects, it is going to run out of unique IDs and start assigning old, already used ones again. The surprising interaction here is that when two objects share the same ID, it is not the newer object that takes precedence over the older one, but the other way around. The previously existing object will be called instead of the new object. Game: "Yoshi touched Object 100 with his tongue. Object 100 will be placed on his tongue on the next frame" Coin ID 100 Created later Star ID 100 Present from beginning Yoshi's tongue touches a coin with the same ID as a star created earlier Game: "Going through the list from earliest to latest returned Object 100 as this star" (Game stops looking before seeing there is another Object 100) The star takes precedence over the coin due to being created earlier, and jumps to Yoshi's tongue. This allows Yoshi to get any already existing star in a course simply by eating an object that was spawned later and has the same ID, as the star's ID will overwrite it when he eats it, and the star will jump onto Yoshi's tongue. This trivializes most challenges in the game as the only thing Yoshi needs to do is create enough new objects to overflow the ID list. Unfortunately, due the ID list overflowing only at 4,294,967,295, this requires spawning around 4.3 billion new objects, which in most cases takes hundreds of years, with some particularly slowly respawning objects requiring over 1000 years. Source: youtube.com user @hayashi-st116, youtube.com/watch?v=yk9uoRYLgR4](https://i.kym-cdn.com/photos/images/masonry/002/716/131/696.png)
![Supper Mario Broth @Mario BrothBlog A glitch in Super Mario 64 DS allows Yoshi to collect most stars from anywhere in the course by having them jump onto his tongue. Unfortunately, doing this requires spawning 4.3 billion objects in a row, which takes hundreds of years of continuous gameplay. In Super Mario 64 DS, every object has a unique ID. The IDs are established when an area loads, with the objects that are there from the beginning getting the lowest ID numbers, and any object spawned afterward getting a sequentially higher ID. IDs are used by the game for a variety of functions. For example, when Yoshi's tongue touches an object, the game records what ID that object has, then places an object of that ID onto Yoshi's tongue on the next frame if he is supposed to eat it. In virtually all cases, the object Yoshi's tongue touched and the object placed on it will be the same because IDs are unique. However, there is a limit to how unique something can be. IDs are assigned a numerical range from 0 to 4,294,967,295. That means that if the game needs to assign over 4.3 billion IDs by spawning that many new objects, it is going to run out of unique IDs and start assigning old, already used ones again. The surprising interaction here is that when two objects share the same ID, it is not the newer object that takes precedence over the older one, but the other way around. The previously existing object will be called instead of the new object. Game: "Yoshi touched Object 100 with his tongue. Object 100 will be placed on his tongue on the next frame" Coin ID 100 Created later Star ID 100 Present from beginning Yoshi's tongue touches a coin with the same ID as a star created earlier Game: "Going through the list from earliest to latest returned Object 100 as this star" (Game stops looking before seeing there is another Object 100) The star takes precedence over the coin due to being created earlier, and jumps to Yoshi's tongue. This allows Yoshi to get any already existing star in a course simply by eating an object that was spawned later and has the same ID, as the star's ID will overwrite it when he eats it, and the star will jump onto Yoshi's tongue. This trivializes most challenges in the game as the only thing Yoshi needs to do is create enough new objects to overflow the ID list. Unfortunately, due the ID list overflowing only at 4,294,967,295, this requires spawning around 4.3 billion new objects, which in most cases takes hundreds of years, with some particularly slowly respawning objects requiring over 1000 years. Source: youtube.com user @hayashi-st116, youtube.com/watch?v=yk9uoRYLgR4](https://i.kym-cdn.com/photos/images/original/002/716/131/696.png)
Super Mario 64
In Super Mario 64, signs have the power to instantly kill Mario. If the game is modified so that a s...
![](https://i.kym-cdn.com/photos/images/masonry/002/707/535/ba4.gif)
![](https://i.kym-cdn.com/photos/images/original/002/707/535/ba4.gif)
Super Mario 64