Update: The Mario 64 beta remake mod was revamped sometime around April of 2011. No further information will be posted UNTIL the mod is near complete. The “Beta Replica” is completely gone, so searching for that title won’t do you any good. If you’re interested in a beta remake of Super Mario 64, you can check back on this page any time. Dudaw’s Youtube channel is updated regularly as well http://youtube.com/dudaw12
Again, nothing can be said about the mod at the moment. Look forward to the complete version!
Okay. We all heard about the M64 beta-hack that Bosco started. I was going to help him until I decided to start my own beta hack. He saw mine and generously dedicated the project to me. Now I am glad to say that he is helping me with some textures to put in :). He is the texture artist and I also have some analysts testing the game for errors. Now, don’t forget that I am not just kicking back. I am still making some textures of my own and putting in some new warps and paths/etc…
Now, do not compliment on the stairs or anything else related. Changing any structure of such would be a real pain. I don’t even think that is possible to hack anyway. Here’s a preview:
The hack is currently in development and has not yet been released. School is getting in the way. It is also hard working on two hacks at once. As I am busy with Super Mario 64: Wacky Worlds right now… The beta hack may be released as a first alpha by the end of this week! I am sorry, I only get about 3 hours on my computer each day because I get home from school at 3:45. Then I also have to go to bed early too. But on weekends I am sleeping in and staying up till 1:00 ^_^. So that’s all for now.
Mario 128 was a tech demo for the Gamecube shown at Spaceworld 2000. The demo showed 128 Mario’s doing various things like making a big sprite of Mario out of blocks. This was to show off the power of the Gamecube and specifically how much better it was from the N64. The N64 would never be able to render 128 Marios on screen (due to its clock speed).
This tech demo know as “Mario 128” was presented at the SpaceWorld 2000 and started with a 2D Mario, on a huge circular Monopoly board. After a while, various 3D Marios appears from under the big 2D one, until 128 Marios can be see on the screen. Each Mario moved and fulfilled various actions, but they were independent from the others.
In the video below you can see the game’s presentation at SpaceWord 2000. Miyamoto starts with a single Mario of 200-250 polygons (the same amount as in Mario64) and quickly brings 128 Marios on the screen. The bar at the bottom indicates how much processing power is being used. They go through different special effects modes showcasing what the system was be capable of. Some minutes later, a cel-shaded versions of Mario also appear, and after that, all Marios become invisible for a little amount of time.
This was initially rumored to be a sequeal to Super Mario 64, or at least another entry in the Super Mario series and there is some info to back this up. There was a 6 year gap (1996-2003 between Super Mario 64 and Super Mario Sunshine) without a Super Mario game. This leads to the consensus that there was a new Super Mario game being developed at that time, although there isn’t any evidence that Super Mario 64-2 was even being developed for the Gamecube, although there is no doubt that work was done on Super Mario 128 as a Mario game at one point. Shigeru Miyamoto has said that Mario 128 would feature a freshness that was lacking from Mario Sunshine. On November 29th, 2004 IGN made an article where they interviewed Miyamoto and he mentioned Mario 128:
“Mario 128’s status is a bit more questionable, and although mentioned by Miyamoto in the interview, we’re still not sure if the game’s a go on the GameCube. Says Miyamoto with a laugh, “We’re currently in development with Mario 128, which people throughout the world have been wondering about.” The state of the game is in question, though, as Miyamoto continues with: “We’re now at the state of conducting various experiments with Mario, so until a release has been set, we cannot make [the game] public.” 
IGN interviewed Miyamoto yet again on August 21st 2006, just months before the launch of the Wii, and Miyamoto did reference Mario 128:
Next, Mario 128. “We’ve been experimenting all this time,” said Miyamoto about the mysterious title that was originally shown as a GameCube video demo. “Some percentage is included as Mario Galaxy on the Wii.” Miyamoto wouldn’t break down exactly what in Mario Galaxy originated from Mario 128, but did give a few hints. “Mario 128 was a test concept for Mario, so, for instance, the parts in Mario Galaxy where you’re running around on the surface have come from Mario 128.” 
At this point it seems that work on Mario 128 stopped. The last known article on the game was on March 8th, 2007 and the article pretty much confirmed the end of Super Mario 128 yet gave more light on how it influenced other games:
“To wrap the presentation, Miyamoto said that one of the most-asked questions is what happened to Mario 128. Surprisingly, he went on to explain that while it was simply a tech demo showing off the power of the GameCube, it was also a kind of proof of concept that is still influencing design decisions today. First up, it was used as a basis for Pikmin’s many on-screen characters and AI, but more importantly, it is now influencing Super Mario Galaxy’s free-form level design and gameplay.” 
During his keynote speech at the Game Developers Conference 2007, Shigeru Miyamoto revealed what eventually happened to Super Mario 128:
“What happened to Mario 128?” said Miyamoto at the end of his keynote, “most of you already played it…,” then the screen showed that Mario 128 equaled Pikmin.
At this point in time, nothing else has occurred from the project. No roms have been released and no more info on the game was given. It is unknown if the game disc still even exists as it could have been written over or tossed. All we know of the game is the one video on Youtube and the interviews with Miyamoto.
Super Mario 128 was originally used by fans to reference a series of projects by Nintendo to create a sequel to Super Mario 64, but in the end Nintendo just used it to experiment with new technology and ideas to incorporate into later games.
Super Mario 64 was probably one of the first titles developed for Nintendo’s 64 bit console. There are rumors of a 3D prototype existing on the SNES using the systems Super FX chip, but this prototype was kept behind closed doors, so no images of it exist. It’s safe to assume that this would have been an isometric platforming adventure, and played similarly to the older games of the Mario name.
With Nintendo’s prototype next-generation console, “Project Reality”, the game went from a FX chip prototype to a 3D beta on the 64-bit new hardware. The SNES prototype was never seen or heard about again. Even with this project on the Nintendo 64, original designs still stuck to the isometric viewpoint. Like with the older games, this one had players taking their chances jumping form platform to platform to reach the end of a level. As the game went on, this concept was kept intact for the game’s boss stages were the player would fight bowser.
This game was officially presented to the public in November of 1995. During its development Nintendo released a lot of images, some of which were from a playable demo. This was very important since it allowed people to take photos, and record videos which we can look back at to see how much the game has changed from the beta to now.
The beta version of Mario 64 appeared to be very similar to the final: Many of the levels were similar seeing only minor changes. Some of the biggest changes were made to the hub world which didn’t seem very much like a castle to begin with. Changes can also be seen in the lives – stars – coin counter in the HUD, as well as Mario’s health bar which is an image of his head in the final version. Some changes are noticeable like different textures, and colors. Bowser also sports some different textures. We can also see the castle interior is dark blue with some moons on the columns.
The inside of the castle was very different in the beta. We do not know if the doors here are different than the ones in the final, or if they lead to the same places, or if they were simply place holder images. One of the more interesting images had Mario in a snowy level with penguins, and a different background that isn’t found anywhere in the final game. It is also noted that the stars used to be 2D in design. In conclusion, the face texture for the yellow desert enemy was really scary.
As we can read from the NSMB Wii Iwata Ask article, one of the early Mario 64 prototypes had a coop multiplayer mode, but it was never used in the final game and it’s not clear if they could have confused it with Mario 64 II (as M64II was rumored to have that same Mario – Luigi coop).
Iwata: Ever since Mario Bros., you’ve had your heart set on making a multiplayer Mario game. You’ve tried each time, but it’s never quite come together… Even with Mario 6423, it started with Mario and Luigi running around together, didn’t it?
Miyamoto: That’s right. The screen was split and they went into the castle separately. When they meet in the corridor, I was incredibly happy! (laughs) Then there was also the mode where the camera is fixed and we see Mario running away, steadily getting smaller and smaller.
Iwata: Yes, that’s right.
Miyamoto: That was a remnant of an experiment we did where Mario and Luigi would run away from each other but you could still see them both. But we were unable to pull it off…
Some unused red shells were also found in the game’s code:
Those beta red shells models were found a long time ago both by rstewart215804 and VL-Tone.
In this video, I show a complex hack written by me in C which gives them a similar behavior as the red shells from the Mario Kart series. They will protect Mario and if you press D-Pad Up they will go after the nearest enemy (actually, the nearest animated object).
Many other unused models (as a trampoline, a Boo Key and a Blaarg) are hidden in the game.
Blargg— An eyeless, largely untextured model for Blargg, an enemy from Super Mario World, exists in the game. It has an animation which shows it jumping out of the lava, but there doesn’t seem to be any functionality left. It was definitely planned for the lava levels, and possibly replaced by the very similar flame enemy.
Water mine— Found in the water object set, but never used in the game, is an object very similar to the bombs that appear in the Bowser levels, but a bit smaller. How it would have been used is fairly obvious. It’s possible to see it in major part of SM64 beta videos, in Dire, Dire Docks.
Yoshi egg— The Yoshi egg has a model, textures, and a bouncing animation. It’s likely that Yoshi was planned to have a larger role in the game than he actually does, and he would have appeared out of these eggs, just as he does in Super Mario World, and as he would later do in Super Mario Sunshine . This egg loads to memory in Whomp’s Fortress and Wet Dry World
Small chill bully— A smaller version of the Chill Bully. There are large and small normal Bullies in Lethal Lava Land, but the only Chill Bully in the game is a large-sized one in Snowman’s Land. They have they own behavior and 3D model, but sometimes when trying to put it in the game, it crashes.
Beta trampoline— The most known unused object in the whole game. Some sort of trampoline. It has no model in-game, and its behavior was never created. Fairly obvious how they’d have been used, however. Anyway, some hackers tried to recreate its behavior, which can be seen in the video made by messiaen, one of the best hackers (yeah, thas one who wrote M64 Level Importer!)
Beta green & red shells— A pair of small Koopa shells, these have been found as only data (though clever hackers can get them to work in-game). They are about the size as spiny shells, and have unusual blue bottoms. Their use is currently unknown, but there’s a behavior code that could fit them. Them can be picked up and throwed, but the stick to wall when they hit it.
Yellow switch & Yellow transparent box— The yellow switch and the yellow box are quite similar to their red, blue, and green-colored brethren. This suggests there was another type of box (not necessarily the one in the final game) that needed to be activated with a switch. The yellow switch is always in its pressed state when spawned. It’s possible that there was another powerup inside the yellow box, and that the switch was activated in Peach’s secret slide, because the swicthes load to the memory, when you enter that level, exactly as happens for Wing Tower, Metal Cavern and Vanish Sewer.
Early Solid Red Box— An early solid red box can only be found in the Wing Cap area, and probably served as a test for item boxes. The color changes depending on the angle viewed from.
Boo Key— The boo key was likely intended to be collected from a Big Boo upon defeat, as is shown in an early screenshot. As a leftover, the Japanese version actually has a key symbol for use in the HUD which has been replaced in the other versions with a German character (a U with two pints on its top). Also we know that you was able to collect at max 6 keys, to use only in that level.
Cactus texture— A texture which resembles a small, round cactus. It was most likely intended as scenery in Shifting Sand Land.
Cracked ice— A texture depicting cracked ice. Possibly a leftover from one of the ice worlds.
Metal wings— There’s a unique “metal wings” texture the game uses when Mario wears the Wing Cap and the Metal Cap at the same time. However, there’s no level in the game which has both of these caps, so the only way to see the texture in the game is using a GameShark or replacind objects with ToadTool64 or a HEX editor
Pink flowers— Discovered by Mr. Game during the exploration of game’s textures. This environmental effect causes flowers to appear. Where it may have been used, and what purpose it may have served, is still unknown. When activated, it appears only on perfectly horizontal walls.
Blizzard— This effect creates a blizzard. It is still under investigation, but was likely meant for use in the snow-based levels. It works same as snow effect, but it’s fastest. It was also used in SM64DS, in the battle with Chief Bully (the one you needed to beat to unlock Wario).
Chain Chomp— In the beta v3 in Bob-Omb Battlefield, you’ll notice that the Chain Chomp’s growling sound is different than the final version, and about similar to the sound of the Chomp in Japan.
English translation by Tobias
[spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Mario 64 è stato probabilmente il primo titolo sviluppato per la console a 64 bit di Nintendo. Alcuni rumors parlano di un prototipo tridimensionale di Mario già sul vecchio SNES, utilizzando lo speciale chip FX; il gioco sarebbe stato simile ad un platform a scorrimento isometrico, molto più simile ai vecchi capitoli della saga. Di questa versione dovrebbe esistere anche un video, presentato ad una fiera privata, ma di cui al momento non abbiamo nessuna prova concreta.
Con il “Project Reality” le idee di un Mario 3D passarono sull’hardware a 64 bit, lasciando la versione Chip FX nel limbo degli unseen. Sembra che i primi esperimenti di Mario N64 riprendessero il concetto di livello lineare, con il giocatore impegnato a saltare da una piattaforma all’altra per arrivare alla fine. Questi prototipi sono stati in seguito rimodellati, per formare i boss-stage di Bowser nel gioco finale.
Il gioco è stato presentato ufficialmente al pubblico nel Novembre del 1995, durante il suo sviluppo Nintendo rilasciò molte immagini, oltre ad alcuni demo giocabili, a disposizione dei visitatori delle più importanti fiere videoludiche. Questo ha permesso di raccogliere un buon numero di foto e video della Beta del gioco, con cui possiamo confrontare i cambiamenti.
La versione Beta di Mario 64 appariva già molto simile al suo modello finale: la struttura dei livelli pare molto simile a quella finale, le modifiche principali si ritrovano nell’HUD dello schermo, come le icone per la vita, le stelle e le monete. La barra dell’energia ha subito almeno due evoluzioni, prima di venire trasformata in quella definitiva. Si notano facilmente le differenti texture di alcuni livelli, come la stanza con la porta per accedere allo scontro finale con Bowser: il muro era tinto di blu ed alcune lune erano disegnate sulle colonne.
All’interno del castello esistevano alcuni quadri beta, ma non possiamo sapere se questi fossero ingressi per livelli rimossi oppure semplicemente delle immagini provvisorie per entrare nelle aree che già conosciamo. Una delle immagini più interessanti vede Mario nel livello della neve, con attorno dei pinguini: la struttura sullo sfondo è davvero molto strana e non sembra simile a nessun luogo del gioco finale. Si nota anche il vecchio design delle stelle, molto più “rozze” e forse bidimensionali. Per concludere, la texture per la faccia del nemico giallo nell’area desertica, particolarmente inquietante. [/spoiler]