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Super Mario 64


Game Info arrow_drop_down favorite
Category Nintendo 64
Assets 88
Hits 2,746,198
Comments 363
Tags (18): arrow_right
Alternative Names (4): arrow_right
Mario 64, Shen You Mario (Chinese), SM64, Super Mario Rokujuuyon (Japanese)
arrow_drop_down [1] Playable Characters
arrow_drop_down [7] Non-Playable Characters
arrow_drop_down [17] Enemies & Bosses
arrow_drop_down [7] Objects
arrow_drop_down [20] Peach's Castle
arrow_drop_down [28] Stages
arrow_drop_down [4] Miscellaneous
arrow_drop_down [4] Unused Content

Comments (363)


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I ripped out low poly Mario since there is no model for him hopefully he get's approved
specularbark45 Feb 12, 2020 6:30 PM
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using rom manager to rip enemy and object models is an option
Haideinghach Jan 3, 2020 10:57 AM
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@Xinus23 Would you mind if I asked about what better ways you are referring to? I've been attempting to look into ripping models from this game in particular, but all I've come across is a bunch of sites talking about the Nemu64 method. If you'd be able to point me towards a more stable method, it would be a huge help.
SuperMarioMovieMaker Oct 14, 2019 7:02 PM
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why was Blargg Unused?
Arturmsbr2 Oct 2, 2019 9:41 PM
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I feel like nearly the entirety of this page needs to be remade. i don't even know why these are considered rips and not customs. the texture work on stage models is unfaithful and terrible. and a lot of these models were ripped using the outdated Nemu64 plugin method which i don't think is really needed anymore for a game like Mario64 considering there are much better ways.
Xinus23 Sep 19, 2019 9:26 AM
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MIPS IS BACK
BRD-Senpai Aug 8, 2019 11:07 PM
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YAY WE HAVE MIPS!
lelanbkeeton Aug 7, 2019 9:53 PM
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@Doc von Schmeltwick because everything on N64 needs to be in a face. to be shown in the screen. look at Mischief Makers. It is a 2D Game, but when you use "Wireframe" mode, it is just alot of faces with Tris...
Zackie Apr 29, 2019 10:50 AM
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surprised nobody's made custom textures for the untextured Blargg, since he's used in many hacks, including Mario 64 Maker (well maybe that's because there's no custom/edited section on texture's resource ya dingus!)
Sanic Hogeheg Apr 27, 2019 8:28 PM
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@NzVHS Then why does it have a .obj file?
Doc von Schmeltwick Apr 22, 2019 4:47 PM
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no its not
NzVHS Apr 22, 2019 12:01 PM
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because it's a model
lemurboy12 Apr 18, 2019 9:57 PM
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why is peach's letter here
NzVHS Apr 18, 2019 8:37 PM
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im making a custom luigi model and I might upload it to Mario customs
linkfan8990 Jan 3, 2019 9:48 PM
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MIPS removed for edited textures.
Pingus! Staff Dec 6, 2017 3:08 AM
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@xSuperMario64x I also tried ripping models from this game, before I gave up in frustration. There's so many steps to export and process the model.
TheMorningFlash15 Mar 25, 2017 1:02 PM
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If the process for ripping models from video games wasn't so time-consuming and technical, I'd be able to rip my own models. The process is a bit complicated for me to understand.

I think it would be awesome to have the Grindel and Spindel models from shifting sand land...
xSuperMario64x Mar 14, 2017 3:21 PM
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the unused trampoline isn't even in the game
no texture or model data exists
it's a recreation

EDIT: textures do exist, couldn't find them on TT64.
AbsurdBartholomew Jan 28, 2017 1:43 AM
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@xSuperMario64x

This is more of an issue with earlier N64 games. As during that time, bone-based animation wasn't a thing in development. So instead, they used and rotated shapes around to form animation. And due to the way SM64 stores animations, models begin to distort and glitch out when using different animations, or garbage data interpreted as animations.

Later N64 games, such as DK64, OOT, and GoldenEye use bone-based animations, but they have limitations that modern bone-based animations do not. They can only move, or not move. There is no weight movement sensitivity on vertexes when models move on N64 games.

Games like Conker use both bone animation, and vertex animation. Vertex animation is applied on areas like Conker's face for expressions/lip syncing, whilst bone animation is used for his movements. Source games, like Half Life 2, do the same with some more modern features added in.

Some N64 games, like Quake 64, use purely vertex-based animation. And the result gives off a choppy and rough feel to the models when they move. This is not the same animation style used with PS1 games, which are only choppy due to lazy float-point precision.
Filler Nov 27, 2016 1:08 PM
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The only thing I hate about N64 models is that you can clearly tell where two or more meshes were brought together to create the models. Like you can see that Dorrie's neck is made of two separate sections instead of one, (in game) you can tell that Peach's dress is two separate meshes, the arms/legs of the different characters are made of 2 or more meshes... I mean I realize that the N64 had it limitations but good grief.
xSuperMario64x Nov 26, 2016 7:59 AM
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