Yes Super Mario 64 Cut Content continues. There are other cut contents I may miss or new stuff may come up for the game, so I plan to continue this game. If I do keep finding more, i'll keep making videos on SM64 Cut Content and if not Super Mario 64 directly, I can always do more Mario Cut Content on another game. Zelda Cut Content and other Cut Content will also be continuing and infact you could say we have a few Cut Content series going simultaneously along with other series thrown in the middle too. Thanks for watching everyone and i'll be planning have another video soon.
@@dakotakirkpatrick1335 Hmmm maybe? since I imagine the 64 DD would have solved the memory issue of the N64 which is why Luigi was planned for it. I do got to gather my info to understand this better
Honestly I think it's quite simple. The ghost ship was supposed to be floating in the water and not up in the sky, and disappear as you approach it. It was placed in the sky just to move it out of the way so they could place the tangible ship where it belongs, but never got re-added back to the intended position as the idea had been dropped.
The very first time you launch the level, there is a mysterious mist in the level that dissapear next times : like after you bring the dead ship at the surface, no more ghost in the bay. This mist always intrigued me, the ghost ship cancelled idea can finally be an answer !
I remember seeing this years ago in the level editor for SM64 and assuming it was just a accidental duplicate placed by developers. But the transparency effect combined with the eerie mist on Star 1 makes me wonder if something totally different was going on at one point.
@Daniel Torres Well thing is that the ship is there though. It's just obscured by code so it can't be seen. So I doubt it's a memory issue in this case.
It would've been a good way to explain the red coins that may seem unreachable at first glance. Like, "oh, I'm gonna be able to walk there later." That, and I think it would've really added to the darker and less lively atmosphere of the stage's first act.
When you factor in the fog in JRB that mysteriously disappears after your first visit never to return again, perhaps this ghost ship was meant to be related? It seems like JRB was originally meant to have a slightly more ominous feel.
One theory I've heard regarding the invisible ship, is that it and the "raised" ship from star #2 and onward are one in the same, and that the invisible one in "Plunder in the Sunken Ship" is merely stored away until it's ready to be loaded (as a visible, solid object) in the rest of the missions.
My theory for the ship period was always it was a ship from Bowsers fleet form Super Mario Bros 3. Think about it those ships could fly, they were wood , they have been sunken before such as in Super Mario World where the sunken ship is implied to be a wrecked doom ship from SMB3. They’ve recently brought the ships back in games like Galaxy, Odessey, and the New Super Mario Bros games. This was the follow up to Mario World so personally I think they were going to imply it was a sunken doom ship and make it a more connected universe. I’m willing to bet originally the ship was to be fixed in some way to get it to fly again but gave up on the idea to reuse it for Rainbow Ride.
Very good theory especially since in Super Mario World it was a ghost ship already with all the Boos. Maybe this indeed would have been a ghost level originally too
The Obsessive Gamer a ghost ship level would be awesome if that was the intention then I get why it was removed. For some reason I both loved and was terrified by this game a ghost shop would have really got me as a kid. Especially with the dark and mysterious vibes from that level lol.
I think it is used in the first level to make the ship rise through developer tricks. When you enter into the sunken ship you go through a transition screen which may wrap Mario inside the floating ship. Which the ship may move just above the water level and become solid so when the player completes the level the ship in the sky becomes the floating ship as it is now active due to the player completing the necessary steps, i.e. reach the star and rise the ship. A potential on explaining why. the sunken and sky ships are not necessary as the other levels already assume that is completed.
I thought the ship in the sky was just a stored asset for when the sunken ship moves to the surface. Like when you raise the sunken ship, the game unloads the ship on the bottom, and takes the ship asset from the sky and puts it on the surface of the water.
My theory is that the reason why it's floating is because the water-level for Jolly Roger Bay was maybe intended to be higher at one point, and the ship was sort of used as maybe a reference, and the reason why it's ethereal was for development reasons.
Plausible theory about the water level being much higher, but the ships programming has it to literally be transparent (and to go more invisible as Mario gets closer. Otherwise if it was just a placeholder, they'd make it simple and use the existing ship I imagine
That ship is a actually just a developer trick. When you do the puzzle to remove the water it just switches ships. Basically keeping it out to make the transition easier
In a normal sense yes, but here as I showed in the level editor, ships are all seperate from each other. The unwater, on-water, and floating ones are 3 different ships in the map. So yes, the floating was was meant to be seen originally.
@@TheObsessiveGamerNot sure how that editor works, so I may have to check it out myself. Like what I do on my custom maps. You hide an object some where and set the value to 0 so it can not be scene. When the object is ready to be used. It switched places with the chosen object. That's also why it's tilted because the value is changed to make it look like it sunk under water. When the level starts the action set to the boat is set so you can't see it. If the level had no action set I'd imagine you would be able to see it.
@@reyrico5807 Oh i'm aware of that developers tricks of hiding objects until they are needed, but here there were already 3 copies in the map that were seperate from each other, meaning nothing was moved as 3 actors were there already on the map. Nothing moved as I showcased here. As well, this floating ship had a special property of its own where it would fade as you get closer, something the others don't. It was its own unique actor
Finally some good content of Mario 64 Am sick and tired of the memes and creepypastas about it. One of my favorite games too! ♥️ I hate the fact everytime, I want to look at Mario 64 content **BAM** memes and Creepypastas pop up.
Yeah last year we had a really weird influx of those creepypastas and memes thanks to that Mario Iceberg. I never wanted to do those kinda videos, so this is a safe zone LOL I got a whole playlist on it and am in the process of making a new Mario video too
i honestly wish they had kept the ghost ship floating there, not for guidance or anything, but just cuz it looks neat in my opinion like maybe add a little rocking animation to it or something and it would look kinda cool
No this is definitely not a rendering issue as it actually has code that prevents it from loading. I used a gameshark code someone made to remove that code actually to make this work
I bet that there was a plan to show it flying -- like the airships from Mario 3 -- and then have it fall and sink to the bottom. Clearly this idea was scrapped, either because it was difficult to do correctly, and/or the gameplay wasn't very good, and/or it wound up not making a lot of sense. Why it's translucent... who knows. They may have been playing with some different effects to see what did or didn't work and simply left it as translucent when they set it to just not appear at all.
Maybe that was the whole story of the ship actually all along. It even has a slots for cannons. Though I do theorize the whole translucent part is the whole ghost story they wanted to tell
No this is definitely not an emulator error. If it was, it would be just a duplicate of the other 2 ships. This acts completely different from the other 2 as it fades when you get closer and you can go right through it. Also I opened it an level editor which isn't an emulator. All it takes to activate it is a simple Gameshark code
For SM64 or do you mean the ship? If for SM64, that I can't give without Nintendo hitting me with teh Banhammer. If you mean the ship, it's a simple gameshark code. Punch in: 812C1CB4 0000 812C1CB6 0000
I never played 64, so all this cut content is pretty interesting to me since I don’t know much about it. Hopefully I’ll play it soon with the release of 3D all stars.
Yes Super Mario 64 Cut Content continues. There are other cut contents I may miss or new stuff may come up for the game, so I plan to continue this game. If I do keep finding more, i'll keep making videos on SM64 Cut Content and if not Super Mario 64 directly, I can always do more Mario Cut Content on another game. Zelda Cut Content and other Cut Content will also be continuing and infact you could say we have a few Cut Content series going simultaneously along with other series thrown in the middle too. Thanks for watching everyone and i'll be planning have another video soon.
What about super Mario 64 2
I know it was cancelled but still should be a good idea for you to cover
@@dakotakirkpatrick1335 I have been very interested in making a video on that. I do need to gather more info though
@@TheObsessiveGamer wasn't it cancelled due to the failure of the 64 DD
@@dakotakirkpatrick1335 Hmmm maybe? since I imagine the 64 DD would have solved the memory issue of the N64 which is why Luigi was planned for it. I do got to gather my info to understand this better
@@TheObsessiveGamerthere was one game you wish that were released for the 64 disk drive what would it be
This ship explains so much. Its why Jolly Roger Bay has such a weird, foggy atmosphere until you collect the first star.
Yeah even with the N64's technology that fog always was neat. If we had more fog, I bet the ghost ship could look especially neat in that level
Honestly I think it's quite simple.
The ghost ship was supposed to be floating in the water and not up in the sky, and disappear as you approach it. It was placed in the sky just to move it out of the way so they could place the tangible ship where it belongs, but never got re-added back to the intended position as the idea had been dropped.
It’s the Flying Dutchman’s ship.
That it is! Just needs more fog :P
Yeah, it might be a reference to that!
lol
From spuch bo
The very first time you launch the level, there is a mysterious mist in the level that dissapear next times : like after you bring the dead ship at the surface, no more ghost in the bay.
This mist always intrigued me, the ghost ship cancelled idea can finally be an answer !
yeah I imagine the fog is a remnant of this concept which I always loved how eerie i made the level
I remember seeing this years ago in the level editor for SM64 and assuming it was just a accidental duplicate placed by developers. But the transparency effect combined with the eerie mist on Star 1 makes me wonder if something totally different was going on at one point.
I wonder if this also helps explain why the fog only shows up the first time in the level and never shows up again after.
I theorize it was probably a left over from that concept too. Only adds further credence to this ghost ship
i can see the ship being ment to float on water as a ghost ship, not floating in the air. it was probably cut before they put it on the water to float
Good theory and it's possible even that the water level was higher originally before lowered to where it is now
@Daniel Torres Well thing is that the ship is there though. It's just obscured by code so it can't be seen. So I doubt it's a memory issue in this case.
It would've been a good way to explain the red coins that may seem unreachable at first glance. Like, "oh, I'm gonna be able to walk there later."
That, and I think it would've really added to the darker and less lively atmosphere of the stage's first act.
When you factor in the fog in JRB that mysteriously disappears after your first visit never to return again, perhaps this ghost ship was meant to be related? It seems like JRB was originally meant to have a slightly more ominous feel.
That is my theory and the fog I theorize is a leftover of that too as such
One theory I've heard regarding the invisible ship, is that it and the "raised" ship from star #2 and onward are one in the same, and that the invisible one in "Plunder in the Sunken Ship" is merely stored away until it's ready to be loaded (as a visible, solid object) in the rest of the missions.
My theory for the ship period was always it was a ship from Bowsers fleet form Super Mario Bros 3. Think about it those ships could fly, they were wood , they have been sunken before such as in Super Mario World where the sunken ship is implied to be a wrecked doom ship from SMB3. They’ve recently brought the ships back in games like Galaxy, Odessey, and the New Super Mario Bros games. This was the follow up to Mario World so personally I think they were going to imply it was a sunken doom ship and make it a more connected universe. I’m willing to bet originally the ship was to be fixed in some way to get it to fly again but gave up on the idea to reuse it for Rainbow Ride.
Very good theory especially since in Super Mario World it was a ghost ship already with all the Boos. Maybe this indeed would have been a ghost level originally too
The Obsessive Gamer a ghost ship level would be awesome if that was the intention then I get why it was removed. For some reason I both loved and was terrified by this game a ghost shop would have really got me as a kid. Especially with the dark and mysterious vibes from that level lol.
It's basically a waypoint to the sunken ship. It might've been scrapped due to actually being well... as you said "hand-holding".
Yeah definitely could have been. I do still wish it was somewhere just for scenery though but we'd need much more fog for that.
Dang, that soundtrack blasted me with some feelgood nostalgia. Great vid, as usual! Keep it up, man!
Thanks man! Yeah the music of the level always feels soothing.
Great research and presentation as usual!
Thank you!
I think it is used in the first level to make the ship rise through developer tricks. When you enter into the sunken ship you go through a transition screen which may wrap Mario inside the floating ship. Which the ship may move just above the water level and become solid so when the player completes the level the ship in the sky becomes the floating ship as it is now active due to the player completing the necessary steps, i.e. reach the star and rise the ship. A potential on explaining why. the sunken and sky ships are not necessary as the other levels already assume that is completed.
Maybe the N64 couldn't handle the transparency of water, the ship and the mist. Cancelling the ghost would have been a way to mitigate this issue
I thought the ship in the sky was just a stored asset for when the sunken ship moves to the surface. Like when you raise the sunken ship, the game unloads the ship on the bottom, and takes the ship asset from the sky and puts it on the surface of the water.
The Jolly Roger bay song hits me in the feels every time IDK why.
Always super soothing to listen to
Awesome Video! Never knew about that invisible ship.
Thanks! Yeah it is a bit more obscure. Glad you enjoyed it
No Problem!
@The Obsessive Gamer Very awesome, glad I found your channel!!!! ~ Travis :D
Thank you very much! Got plenty more planned to come
My theory is that the reason why it's floating is because the water-level for Jolly Roger Bay was maybe intended to be higher at one point, and the ship was sort of used as maybe a reference, and the reason why it's ethereal was for development reasons.
Plausible theory about the water level being much higher, but the ships programming has it to literally be transparent (and to go more invisible as Mario gets closer. Otherwise if it was just a placeholder, they'd make it simple and use the existing ship I imagine
That ship is a actually just a developer trick. When you do the puzzle to remove the water it just switches ships. Basically keeping it out to make the transition easier
In a normal sense yes, but here as I showed in the level editor, ships are all seperate from each other. The unwater, on-water, and floating ones are 3 different ships in the map. So yes, the floating was was meant to be seen originally.
@@TheObsessiveGamerNot sure how that editor works, so I may have to check it out myself. Like what I do on my custom maps. You hide an object some where and set the value to 0 so it can not be scene. When the object is ready to be used. It switched places with the chosen object. That's also why it's tilted because the value is changed to make it look like it sunk under water. When the level starts the action set to the boat is set so you can't see it. If the level had no action set I'd imagine you would be able to see it.
@@reyrico5807 Oh i'm aware of that developers tricks of hiding objects until they are needed, but here there were already 3 copies in the map that were seperate from each other, meaning nothing was moved as 3 actors were there already on the map. Nothing moved as I showcased here.
As well, this floating ship had a special property of its own where it would fade as you get closer, something the others don't. It was its own unique actor
What a good theory man, nice vid
Thank you!
Who made this level editor and how did they do it?
Finally some good content of Mario 64
Am sick and tired of the memes and creepypastas about it.
One of my favorite games too! ♥️
I hate the fact everytime, I want to look at Mario 64 content **BAM** memes and Creepypastas pop up.
Yeah last year we had a really weird influx of those creepypastas and memes thanks to that Mario Iceberg. I never wanted to do those kinda videos, so this is a safe zone LOL I got a whole playlist on it and am in the process of making a new Mario video too
So is this why the fog appears on the first star only? 🤔 to hide it "just in case"?
Actually yes it might be. Very good point and I wouldn't be surprised if the fog was meant to be even heavy to obscure the ship.
i honestly wish they had kept the ghost ship floating there, not for guidance or anything, but just cuz it looks neat in my opinion
like maybe add a little rocking animation to it or something and it would look kinda cool
That I agree. If it rocked, it'd be perfect for scenery
I wonder if the ship was supposed to fall and splash down in front of the player but it was just too heavy load.
I think its a rendering issue and spawned two but the ship doesnt exist
No this is definitely not a rendering issue as it actually has code that prevents it from loading. I used a gameshark code someone made to remove that code actually to make this work
@@TheObsessiveGamer ok maybe they had an issue while making the ship and dupe it and they couldn't delete. So they hid ita
@@CorgiPlayz The latter is likely the case as sometimes keep beta material in as they are afraid of it messing with the code if deleted
@@TheObsessiveGamer yea thats probably why
Its the ship for star two ... maybe star 1 and 2 could be there at the same time
I bet that there was a plan to show it flying -- like the airships from Mario 3 -- and then have it fall and sink to the bottom. Clearly this idea was scrapped, either because it was difficult to do correctly, and/or the gameplay wasn't very good, and/or it wound up not making a lot of sense. Why it's translucent... who knows. They may have been playing with some different effects to see what did or didn't work and simply left it as translucent when they set it to just not appear at all.
Maybe that was the whole story of the ship actually all along. It even has a slots for cannons. Though I do theorize the whole translucent part is the whole ghost story they wanted to tell
Yessss i will watch this on my main acc later.
nice!
Dang mate, I have a theory that the ghost ship could be a flying ship.
Maybe it was a Bowser Warship at one point even? but here it is just a ghost ship since it fades you get closer to it
Did anyone comment about this being on TCRF?
It is? Ooooh
Great Videooo!
Thanks!
Yes! I knew it was the floating ship
Good job :)
2:45 you forgot Toad
thanks for the video
I think that's a leftover from B-Roll
thats just the ghosthouses ship
also i knew that but you gavew me more info about that thx
xd lol
Okay lol thanks for watching!
Wth folks this been in the game????? Years ago folks just alnt finding out about this
Work for version?
version?
Beta or original?
@@reganadinatanerdcutg4237 oh this works for the released version. It's a simple Gameshark code actually which can be found on The Cutting Room Floor
@@TheObsessiveGamer for android im on android
@@reganadinatanerdcutg4237 If the emulator you are using for Android has a cheat input, the GameShark code I mentioned should work on it too
Honestly... this might be an emulator error
No this is definitely not an emulator error. If it was, it would be just a duplicate of the other 2 ships. This acts completely different from the other 2 as it fades when you get closer and you can go right through it. Also I opened it an level editor which isn't an emulator. All it takes to activate it is a simple Gameshark code
Can I get the Source Code?
For SM64 or do you mean the ship? If for SM64, that I can't give without Nintendo hitting me with teh Banhammer.
If you mean the ship, it's a simple gameshark code. Punch in:
812C1CB4 0000
812C1CB6 0000
Whoops! I forgot to subscribe!
Thanks!
I never played 64, so all this cut content is pretty interesting to me since I don’t know much about it. Hopefully I’ll play it soon with the release of 3D all stars.
Thanks! Yeah should be a good deal knowledge once you hit it up soon actually.
Looks like a bug. Good they removed
Are you NicoBBQ?
lol I seem to get this alot. Don't really see the resemblance in our voice, but okay lol
The nintendo leak helps us understand the games past
O_O
:)
85 41
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And I am the 40th commenter...
Yeeet