Super Mario 64/Super Mario FX

''Super Mario FX is the ultimate beta build of Super Mario 64, dating back to 1993. The first build of the game was created in September 1993 and scrapped in July 1994.''

In-Game Content
It's said that this build of the game was meant to be a true successor to Super Mario World, featuring many of the level surroundings and features seen in the game. The first and only build of the game featured assets of Super Mario World, Super Mario All-Stars and Yoshi's Island, including textures, music and sound effects.

Levels
There are 7 levels respective to this build. They are as follows.


 * smfx1_start (Yoshi's House)
 * tstlvl_a (Test Level)
 * fort (Flying Fortress)
 * kuppa (Fight with Bowser)
 * special (Revised Special Stage from Super Mario World)
 * pwruptst (Test Room with Several Power-Ups)
 * smbw1 (Revised 1-1 from Super Mario Bros.)

Level Descriptions
smfx1_start - This level is a 3D revision of Yoshi's House from Super Mario World. When loading in, textures and geometry takes a few seconds to entirely load due to the limited power of the Super Nintendo. There is no skybox in this level, or any of the levels for that matter, rather just the color black. The music in this level is the same is the Athletic theme from Super Mario World

tstlvl_a - This is a test level featuring several slopes, geometry and platforms all made for testing mechanics of the game. There is no boundaries and no death floor in this stage, which means falling off the main platform results in a soft lock. This is also because there is no pause system in this build yet, and no death floor. Falling through any geometry or off a stage results in a soft lock. There is no music in this stage.

fort - This level appears to be the earliest version of Whomp's Fortress. It firmly resembles a later version of the level named Flying Fortress. It features a layout in the start similar to that of Whomp's Fortress, but as the player progresses, the layout becomes similar to that of Flying Fortress, other than missing sections, stripped down and squared off geometry, broken collision and missing textures for many of the sections. The music in this level is the invincibility theme from Yoshi's Island.

kuppa - This level is a single platform, simply colored blue. Bowser is in this stage as a 2D sprite, but he does not attack the player particularly. When the player moves, the Bowser sprite follows at a slow pace with a 4 frame walking animation. There are times where he will stop and open his mouth, and a yellow splotch will appear in his mouth. This could be an early unfinished implementation of Bowser's fire spitting mechanic. The music in this level is the boss theme from Super Mario Bros. (the All-Stars version)

special - This level is a linear revised version of the special coin stage from Super Mario World. It ends with a pipe, but entering the pipe leads to a black screen. The music in this level is actually an original song, seemingly made for this prototype.

pwruptst - This level is similar to that of the test level with much of the same geometry, but this level has several power up boxes with different power ups in them. There is no music in this stage other than the power up sound effects and music.

smbw1 - This level is a revised and expanded version of the Super Mario Bros. stage 1-1. There is a lot of broken collision, missing textures, broken textures and seemingly unfinished sections. Some of the layout is similar to that of Bob-omb Battlefield, such as the area with the Chain Chomp, and the winding mountain. The winding mountain in this level seems to act as the end point of the stage as getting to the top soft locks the game. It also appears to be smaller and shorter than the one seen in Bomb-Omb Battlefield. The music in this stage is oddly enough the Athletic theme from Super Mario World.

Start Up & Options
The game starts with a soundbyte of a coin and a few frames of a seemingly broken or unfinished logo. The title screen fades out and fades back in to a screen select that uses the same font seen in Yoshi's Island for the regular text. The screen is blue and the level options are surrounded by a black box. The cursor to select these levels is a pointing gloved hand. When moving it up or down, a measly chirp-like soundbyte plays. When a level is selected the screen flashes white for one frame and then fades into the level.

Game Mechanics
Mario in this prototype moves rather sluggishly. He can dash but it doesn't make too much of a difference. He can twirl like he does in Super Mario World. There are no sound effects for these actions.

Power Ups
There are four power ups and they can only be seen/used in the level "pwruptst".


 * Fire Flower (hana) - works as seen in Super Mario World.
 * Mushroom (kinoko) - works as seen in Super Mario World.
 * Power Star (hoshi) - works as seen in Super Mario World.
 * Feather (feza) - works as seen in Super Mario World.

Visuals
The game's art style is a mismatch of several other games in the series, likely due to the recycling of assets from previous titles. Mario is playable as a 2D sprite. His sprites seem to be ripped directly from Super Mario RPG but modified in instances to match with power ups and environments. Bowser is also a 2D sprite, but his renders are actually seemingly new, with unknown original sources.

Enemies & NPCs
There are only enemies and NPCs seen in the files other than Bowser. These unused NPCs go as follows:


 * Goomba (グンバ)
 * Koopa (クッパ)
 * Shy Guy (覆面)
 * Toad (菌類)
 * Piranha Plant (歯のある植物)

Speculation
This prototype has yet to be seen and is nowhere to be found. It is likely locked away in Nintendo HQ.

As far as why it was scrapped goes, we can assume the Super Nintendo was far too under powered for any of Nintendo's expectations with the game. Since it was in development at the time, we can also assume development moved directly to the Ultra 64 as of July 1994. The amount of errors with collision data and textures in the maps seen in this prototype may also tie in to why development was moved over to the more powerful console.

Unseen Spaceworld '93 Footage
A trailer for the game was made for Spaceworld '93 but was never shown or released outside of the show. There is one existing screenshot from this unseen trailer.

TSTLVL_A Screenshot
There is one screenshot from an unknown source of the test level. There is debug settings visible, along with a star + star counter. It is unknown whether this screenshot is real or not.

Super FX Commercial
A small segment of a rare Super FX commercial from 1993 showcases a clip of what appears to be Super Mario FX.

https://www.youtube.com/watch?v=82U34BVSWiw

Audio
- This is a coin sound effect used only in the special stage, the only stage with coins.

- This is the alleged stage theme for the Special Area. It loops.

Super Mario FX Youtube Channel
There is a Youtube channel simply named 'Super Mario FX' which shows gameplay of an early version of Super Mario FX when it was in a testing phase.

The channel, which was created in December 14th, 2013, claims to show gameplay and music tracks from an early version of Super Mario FX. The channel has uploaded five videos, each documenting a section of the game.

Untitled Track 1 & 2
Two separate music tracks which the channel claims to be created by either Koji Kondo or Kazumi Totaka. Both videos shows a image of a Super Mario FX cartridge with the date "September 13, 1993" on it. According to the description of both tracks, both untitled tracks were decompilated from the September 13, 1993 cartridge shown in the background

Polygon Rendering Tech Demo
A tech demo including four levels. There are no collisions and Mario's sprite (which is from Super Mario RPG) floats around. The Japanase text at the start of the video says "Nintendo Test Presentation 1993" and the jingle that plays resembles a part of Untitled Track 1


 * katachi_1: A level with three colored blocks. The name translates to 'form_1' in English.
 * tawa: A three layered mountain in different shades of gray. It is possible the mountain from Bob-omb Battlefield originated from this level. The name translates to 'tower'.
 * firudo: A flat, green area with many flowers. The flower texture can actually be found in the files of Super Mario 64. The name translates to 'field'.
 * nakama: Upon entering this level, an error screen appears with ""ALERT!" "An error occured" "Please restart Super NES system"" in Japanese in front of a Mario silhouette and a SNES. The name translates to 'friend'.

Sample Demo
A demo which includes an underground theme named "Advanced music test 1" (which also has a reference to Totaka's Song) and sound effects from the game. It is possible that the voice actors were taken from auditions for the characters, since Mario's sound effect sound nothing like Charles Martinet's from the final game.

Among other sound effects, there is one of Mario saying 'Lord, have mercy!', one labeled under Luigi's name in which an unknown person says 'What? I'm not saying that.' and a more realistic drowning sound named 'painunderwater'. Through the video, there's a Japanese text in the bottom right corner which translates to "Nintendo Properties 1992"

c_cavesb1
A music track used in Super Mario FX which could possibly be used in a cave level. According to the description, this track contains an actual name (since the untitled tracks' names were just random numbers and letters) and an image associated to it.