Super mario 64 beta restoration

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Joining sub maps: In the gigaleak there was a test of a big subworld instead of separate small subworlds. (This is for early versions of the game, no later than June 1989) But we think that the early map scaled using Mode 7, since some of the earlier map stuff is labeled “mode-7” Overworld mode 7: Mode 7 zoom on the overworld.

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Overworld hud/menus: New menus with different options (We think there might’ve been a debug menu as well) With standard resolution, they will not fit on the screen properly.Ĭustom overworld powerups: In the gigaleak there is an animation of Mario on a cloud that we think might have been used to skip levels on the overworld (256x240) Pre-release screenshots of the game show that on the title screen, there were 13 wood blocks instead of 12 in the final. Pal screen size: Basically just making the screen size as big as it is in the pal version of the game. If you'd like to help, send me a pm, or dm me on discord mori#7867Ĭustom enemies: Basically new enemies with different attacks and suchĬustom bosses: Simple koopaling boss attacks just like in Super Mario Bros 3 So we really need some programmers to help us speed things along. As of now we only have 1 programmer who has put a whole lot of effort into programming and we don't want to put a whole lot of stress on them. Hey all! We are looking for any ASM programmers that are willing to join our team, to help us with our Super Mario World beta recreation project: Kinoko Island.

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