The Cutting Room Floor/Super Fix It Felix Jr. 64

Super Fix It Felix Jr. 64 is the best 3D repairing simulator available on your system. One of three launch titles for the Nintendo 64, it introduced the third dimension to the Felix universe and revolutionized Niceland.

The game is also notable for the sheer level to which it's been dissected by fans, to the point where 2020 saw the game get successfully decompiled by dataminers and unofficially ported to PCs. The same year, its partial original source code was leaked, leading to the discovery of an early Gene model and textures. G was real all along.

A Nintendo DS remake was released as a TKDS launch title in 2004, and a slightly updated version was released on the Nintendo Switch as part of the Super Mario 3D All-Stars collection on September 18th, 2020.

Unused Animations
The names are from sm64/data/Anime/aaa in the leaked source code.

Mario
Mario has a total of 209 animations, indexed from 0 to 208. Some of these are unused in the game, documented below.



HatWaitEnd

File Date: December 26, 1995 Animation #56. This unused animation appears to be Mario putting on his hat faster than normal.



JumpStep3

File Date: August 25, 1995 Animation #81. This unused animation appears to be Mario transitioning from freefall to a forward spin. It may have been an early triple jump according to the name.



LandBoard

File Date: December 26, 1995 Animation #84. According to the iQue build's source code, it would have been used when landing from a jump on a Koopa shell.



OshinWait1, OshinWait2, OshinWait3

File Dates: February 6, 1996

Animations #98, #99, #100. "Oshin" translates to "nausea". According to the source code, it would have been related to an environmental effect, possibly the gas in Hazy Maze Cave. An animation called OshinWalk also exists in the code.



Running, TurnCont

File Date: July 18, 1995 Left: Animation #114. This is the normal running animation. Right: Animation #115. A duplicate running animation that appears to be identical to the normal running animation. According to the name, this appears to be a placeholder for when Mario circles around or when Mario is turning around quickly as it does not appear to have a file associated. TurnCont likely means "Turning Continuously" or "Turning Control".



Slipping, Slip

Slipping File Date: December 19, 1995 Slip File Date: March 18, 1996

Left: Animation #145. This is the normal sitting animation. Right: Animation #142. This unused animation appears to be Mario sitting motionless. It appears to be a duplicate of SlideEnd, but maybe to save on space? ...Perhaps this was the original sitting animation before they decided to have Mario move his arms to make the animation more visually interesting when sliding. This animation can be seen in the Shoshinkai 1995 footage.



UJumping, JumpBack

UJumping File Date: December 19, 1995 JumpBack File Date: August 23, 1995 Left: Animation #191. This is the normal sideflip animation. Right: Animation #73. According to the source code, it would've been used for side flipping.

Bully


The bullies have an unused animation for kicking. A video showing this animation can be seen here. To view this in-game, replace the value in the extended US-version offset with. The internal name of this animation is called BackDown.

MIPS


In an official strategy guide interview, producer/director Shigeru Miyamoto revealed that "Mario was able to throw the rabbit" at one point during development. There is an unused animation that appears to have MIPS bounce on the ground while recovering from a fall, likely a result of being thrown. A video showing this animation can be seen here.

To view this in-game, replace the value in the extended US-version offset with. Interestingly code still exists for MIPS to trigger this if he was thrown. The only way to see this without hacks is if you use glitches to bring MIPS into the water-draining room.



void bhv_mips_thrown(void) { obj_enable_rendering_2; o->header.gfx.node.flags &= ~GRAPH_RENDER_INVISIBLE; o->oHeldState = HELD_FREE; o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW; SetObjAnimation(2); obj_become_tangible; o->oForwardVel = 25.0f; o->oVelY = 20.0f; o->oAction = MIPS_ACT_FALL_DOWN; }

Piranha Plant
This plant has an unused animation that is similar to the sleeping animation seen in footage from Nintendo Shoshinkai 1995. It features the plant showing its teeth as it sleeps, although differs from the Shoshinkai demo since Piranha Plant occasionally bobs its head like it is having a sleep reflex. The internal name of this animation is called sleep_tmp. A video showing this animation can be seen here. To view this in-game, replace the value at US-version offset with.

Ukiki


The monkey has an unused animation of falling or tackling. A video showing this animation can be seen here. To view this in-game, replace the value at US-version offset with  to substitute the head-bobbing animation with this.

Blizzard
An unused, faster version of the snowfall animation, making it look more akin to a blizzard. Can be triggered in a level via the "Environment Effect" option in Messiaen's program, OBJ Importer, or setting "geo_envfx_main" to 3 in a level's "geo.inc.c" file in the decomp. It is purely aesthetic, and interacts with Mario in the same way as normal snowflakes do.

Flowers


An unused effect which, when enabled, causes a bunch of small happy bouncing flowers to spawn around Mario, their spawn point radius dependent on his position. They attach themselves to a level's solid, horizontal surfaces. It is another purely aesthetic level effect which, much like the blizzard, can also be spawned in a level via the "Environment Effect" option in OBJ Importer. Oddly enough, the flower graphic is found among the resources for Lethal Lava Land, which in turn is due to it being grouped with the "bubble" environmental effects, which include Lethal Lava Land's bubbling lava. Setting "geo_envfx_main" to 11 in in a level's "geo.inc.c" file in the decomp triggers the effect.

Blanked-Out Text
A number of messages present in the Japanese version were blanked out for the overseas releases, preventing them from being translated.

These lines are found after the rest of the Star names:

This little message is found between the lines "THE SECRET AQUARIUM" and "CASTLE SECRET STARS":

Boo's Taunt
This message comes after the greeting that appears when Mario enters Big Boo's Haunt for the first time. When the unused message is activated, a short Boo laugh plays as the text box appears. While it was translated in the English and French versions of the game, it was, strangely, never translated for the German release but was actually translated into Chinese for the iQue Player release. Interestingly, a leftover file in the source code contains older code used for the boos, based on that file, the text was originally used when the Ghost Hunt Boos were defeated.

To view the text in-game, enter the following GameShark codes:

The first line makes the text appear white over a translucent black background, and the second line sets the message ID.

Early Level Select

 * Main Article: Prerelease:Super Mario 64 (Nintendo 64)

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Located at the beginning of the game's text, in both the Japanese and localized versions of the game, is text for an early level select that was used by the playable demo of the game featured at Shoshinkai '95. It is not the same as the functional Level Select that remains in the final game. It was likely only made for the demo as the source code indicates that the final Level Select was finished before the Shoshinkai '95 Demo, the date being September 6th 1995, one month before the demo.

The levels accessible from this menu were:


 * Mountain - Whomp's Fortress
 * Fire Bubble - Lethal Lava Land
 * Snow Slider - Cool, Cool Mountain
 * Water Land - Dire, Dire Docks
 * Koopa #1 - Bowser in the Dark World

To load the message overlays of the debug menu in-game, overwrite the values in the extended Japanese version at offset with. For the pause menu, overwrite the values in the extended Japanese version at offset with. This will replace the three-star-door "not enough stars" message with the menu overlays.

Unused SSL Cutscene
In the camera cutscene table, there is an entry that is never called and not associated with a level. Forcing this unfinished cutscene code to play seems to most appropriately fit with Shifting Sand Land, as it focuses correctly on the Pyramid Top object given its focal point coordinates.



Gene and Multiplayer Remnants
The decompilation, and the iQue build's source code, reveal some code that appears to be leftover from when (Luigi) was intended to be in the game.

In several files in the code, a pointer to a second player struct appears right after the pointer to Mario's struct. Within the code for handling shadows, there exists a switch-case block with two cases, one of which sets a variable to the Mario struct and the other sets a variable to the aforementioned second player struct. In the leaked source code, Model ID 2, Is labelled as Luigi. The camera for locking it is labelled as 2P camera, which was mentioned in an interview that the fixed camera was intended for a Multiplayer Mode. A section of memory is labelled as Luigi Animations in the source code. However, in the final, the section is completely empty. Unused labels mention a third game mode, Game_Mode2P. Similarly, Player 2 can still control the camera to some extent.

Actor Group Oddities
Actor Groups consist of files in the game which contain model data for different objects. Each level has a set of actor groups assigned to it, and in a few cases none of the objects in a file they are assigned appear in the level.

Secret Slide
The Princess's Secret Slide includes the actor group for the cap switch levels (group8 in the decomp). The group consists of the cap switch object and the unused springboard object, raising the possibility that one of these was to be included in the stage at some point.

Over the Rainbow
Wing Mario Over the Rainbow includes actor group 2 consisting of Bully and Blargg as well as group 17 consisting of several Hazy Maze Cave actors. No actors from either group are used in the final level.

Cool Cool Mountain
Cool Cool Mountain includes actor group 16 consisting of Chill Bully and Moneybag even though neither are used in the level.

Wet-Dry World
vJT0ilsvu8Y Heave-Ho can be picked up and thrown if it is close enough to the water in the level, This is due to the fact that grabbing in water does not check for the ungrabbable sub-type.



void bhv_heave_ho_loop(void) { cur_obj_scale(2.0f); switch (o->oHeldState) { case HELD_FREE: heave_ho_move; break; case HELD_HELD: cur_obj_unrender_and_reset_state(0, 0); break; case HELD_THROWN: cur_obj_get_dropped; break; case HELD_DROPPED: cur_obj_get_dropped; break; }    o->oInteractStatus = 0; }

const BehaviorScript bhvHeaveHo[] = { BEGIN(OBJ_LIST_GENACTOR), OR_INT(oFlags, (OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO | OBJ_FLAG_HOLDABLE | OBJ_FLAG_COMPUTE_DIST_TO_MARIO | OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE)), LOAD_ANIMATIONS(oAnimations, heave_ho_seg5_anims_0501534C), ANIMATE(0), SET_OBJ_PHYSICS(/*Wall hitbox radius*/ 200, /*Gravity*/ -400, /*Bounciness*/ -50, /*Drag strength*/ 1000, /*Friction*/ 1000, /*Buoyancy*/ 600, /*Unused*/ 0, 0), SPAWN_OBJ(/*Model*/ MODEL_NONE, /*Behavior*/ bhvHeaveHoThrowMario), SET_INT(oInteractType, INTERACT_GRABBABLE), SET_INT(oInteractionSubtype, INT_SUBTYPE_NOT_GRABBABLE | INT_SUBTYPE_GRABS_MARIO), SET_HITBOX(/*Radius*/ 120, /*Height*/ 100), SET_HOME, SET_INT(oIntangibleTimer, 0), BEGIN_LOOP, CALL_NATIVE(bhv_heave_ho_loop), END_LOOP, };

Mystery Goomba
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Two Goombas can be seen after the yellow back-and-forth blocks in the level "Bowser in the Sky". They are loaded by a "spawner object" that spawns three Goombas in a triangle. However, the third Goomba is nowhere to be found. This is because the position of the spawner object causes the third Goomba to load just off the edge of the platform, meaning that it spawns at the bottom of the stage. As such, it vanishes completely 1 frame after being spawned, as it's too far away from Mario for the game to draw.

This lonesome Goomba is also impossible to reach. Goombas become disabled (invisible and intangible) when Mario is outside their radius, so the whole trio despawns completely if Mario exits the radius of their spawner object. That means the Goomba is loaded, visible, and tangible for only that single frame.

Dire Dire Docks Shadow
The Bowser door near the submarine has a shadow behind it that should have remained visible after the door opens, but it does not.

Jolly Roger Bay Ghost Ship
There is a third copy of the ship placed above the other two, which is only around during the "Plunder in the Sunken Ship" mission, and cannot normally be seen without viewing the stage in an editor or using a Gameshark code. It resembles the other two, has no collision data, and is programmed to fade the closer Mario gets to it. It was likely a reference to urban legends of ghost ships or the Flying Dutchman due to having the word "Ue" in it which means "upper" or "above". It might also be related to the fog that disappears after "Plunder in the Sunken Ship". In the source code, it is labelled as an optional moving background object. It is also worth noting that this invisible ship is not present in the DS remake. In SM64, it is loaded, but is never rendered due to being manually disabled in its object code. The following cheats for the US version disable the coding that obscures the ship:

void bhv_sunken_ship_part_loop(void) { if (o->oDistanceToMario > 10000.0f) o->oOpacity = 140; else o->oOpacity = o->oDistanceToMario * 140.0f / 10000.0; cur_obj_disable_rendering; }

Unreachable Coins
The game features a few coins that can be seen but not collected, unless one uses exploits. Perhaps they were forgotten about by the developers during level redesigns.

Snowman's Land


One example of an unreachable coin is located in Snowman's Land. There's a single coin stuck inside the snowman at the wooden path, at the side where you'd climb it.



It can be collected by using a physics exploit, which requires the player to fire the cannon at a precise position on the corner of the nearby wall.

Tiny-Huge Island


Several other unreachable coins are part of a line that appears in the tiny version of Tiny-Huge Island. In normal gameplay, only the bottommost coin is visible. This is because the coins are positioned along a flatter trajectory than the angle of the actual terrain, causing the remaining coins to bisect the ground. While the second coin in the line cannot be seen, it is still collectible, because its collision box pokes slightly above the ground.



The third coin in the line is unobtainable by legitimate means. However, it can be collected by clipping inside the water-filled mountain at the top of the island, then using a frame-perfect physics exploit that requires jumping while exiting a body of water sideways.

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There's also another line of coins on Tiny-Huge Island that has an unobtainable coin in it. This one is actually impossible to collect, because, due to a failsafe mechanic, the coin unloads on the same frame that it's loaded. This is due to the properties of its spawner object. When a five-coin object spawner is loaded, it spawns five coins 300 units above it. It checks for ground starting from 78 units above the coins, then moves the coins to the nearest floor triangle below them. However, if the nearest ground within this range is above the coin's hitbox, the coin will immediately unload. Because this spawner in Tiny-Huge Island is loaded underground, the coins spawn in such a way that the fifth one (on the far left) triggers the failsafe.

Level Collision Oddities
The game uses separate polygon meshes for visual (intangible) geometry and for collision geometry in each course. They were apparently not always kept in synch during development, and so one sometimes hints at geometric features that were later changed or removed from the course altogether.

Over the Rainbow
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Although never possible by the normal game's standards, Mario can hang on the starting cloud of Wing Mario Over The Rainbow. This can only be hanged on if solid ground of any kind is present under this cloud, as shown at 1:06 in the video. This oddity still exists in Super Mario 64 DS. Also shown in this video are hangable ceilings that make no sense probably unchanged from an earlier build.

Tall Tall Mountain
In Tall Tall Mountain's slide area there is a single rectangular polygon above the exit of the tunnel, which has collision but is invisible. This is a leftover from a sign with an arrow pointing to the left that can be seen in prerelease materials.



The large mushrooms around the outer area of the course have a straight stem mesh for their collision, but visually their stems are bent. This possibly suggests that the stems were originally straight and then edited later to make them bent. This oddity still exists in Super Mario 64 DS.

Inside The Castle
In the room of the castle where The Princess's Secret Slide is accessed, the 3 windows showing Peach extend by the same distance. Their collision geometry is cut off however, so only one of them can have their windowsill walked on by Mario.

Tower Of The Wing Cap
The towers extend much further downward visually than their collision geometry. This means Mario can fly right through the towers at their bases.

Castle Grounds
The two spires at the back of the castle have no collision at all. This is easily noticeable in-game as the top of the tower (where Yoshi is) can be reached and walked around.

Whomp's Fortress


Near the top of the fortress is the remains of the ground collision that is used for the level's Piranha Plants. A Piranha Plant was likely isolated here at one point during development. Interestingly, Throwback Galaxy from Super Mario Galaxy 2 (a recreation of Whomp's Fortress) added a Piranha Plant near this spot.

Smoke Texture
The smoke texture displayed in-game is the result of a corrupted texture. The smoke texture is supposed to use the IA16 texture format, but instead uses the RGBA16 texture format. When viewed with color, this results in a glitchy-looking texture with random colors. Since the texture is displayed in-game without color the texture does not look out of place. If the IA16 format is used, the texture looks much more like actual smoke. Whether the corrupted texture went unnoticed or was intentionally kept is unknown. In the source code it is labelled as gas_b5, with a note saying that is a newer version.

Water Level Diamond


At 0x070184C8 in the Wet Dry World level data, an unused collision list for the Water Level Diamond object can be seen. However, the code for the object handles the hit detection in-code, so this list is not used.

Unused Demo
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In Super Fix It Felix Jr. 64, there exists a total of six played demo reels (seven in non-Japanese versions). However in the demo data there exists an eigth demo without a header to define what level it was for. The data exists after demo for the Princess' Secret Slide, but before where the Bowser In The Dark World demo would be in non-JP versions. Although there is speculation as to which level it was for, the best guess seems to be that it was a blooper take of a Cool, Cool Mountain demo attempt where the user attempting the demo ran into the sign by mistake and so restarted the demo recording.

The demo data can be found at the following ROM offsets:


 * US: 0x57B130
 * JP: 0x5790C8
 * EU: 0x55D838
 * SH: 0x555F50

Level 32 References
The code for the fish behavior and switch cap behavior both contain checks for if the level the object is in matches the ID for an unused course, with the ID being that of the 32nd level in memory. In the fish behavior, if the condition is met the fish do not despawn even if the game detects no water at the fish's location. In the cap switch behavior, the condition makes the game bypass checking if the switch has been activated so that the switch is always unpressed. After the gigaleak on July 25, 2020, the stage was found in the source code and is confirmed to be a test level.

Ralphie The Quick's Mouth
Ralphie the Quick has a red polygon in his head which is intended to simulate the inside of his mouth. This, however, is virtually never seen given the game's usual camera angle, and just how thin his mouth slit actually is. The only time this obscured piece of detailing is ever seen right after the end of the race in the mission "Rematch with Koopa the Quick".