![]() ![]() Depending on the time of day, the arrangement of platforms in the level would change. The clock Mario enters to get into the course would be synced up to the real-time clock. Tick Tock Clock, which appears in the original Super Mario 64, was intended to be completely reworked to use the real-time clock.Judging by it's description, it can be assumed this enemy is the scrapped Motos enemy. ![]() The course is stated to have rising water levels, ladders as seen in concept artwork, and a robotic, spherical enemy not unlike a Chuck-ya. According to the developer, shipments would come into the level at certain times of day that would change the arrangement of platforms, and the player could earn these shipments by reading a sign the player is spawned in front of. Motor Rotor Factory, a basement course that was said to be set in a factory.The level was split into four sections to reflect the four major times of day: sunrise, morning, afternoon and night. The focal point of the level is the elaborate sundial placed in the center of the level, which was positioned so that it would point to the mission in regards to the corresponding time of day. Sun Dial Mile, a first floor level that was said to be similar to Bob-omb Battlefield as it was a grassy field area.To use the real-time clock to it's fullest potential, three courses were made to fully utilise the time of day in order to achieve certain power stars. For example, Dry Bones were originally intended to appear in Shifting Sand Land if it was night. The enemies that would appear in a course would also change depending on the time of day. For instance, Hoot was originally going to only appear during the night as opposed to having to be woken up. Big Boo's Haunt, Hazy Maze Cave, Lethal Lava Land, and Wet-Dry World were all explicitly mentioned to be unaffected by the time of day.īehaviours of enemies and course-specific events would also change depending on the time of day. The anonymous developer recalled that fifteen unique backgrounds were made in order to achieve this effect, although it was not implemented into every level. Super Mario 64 Disk Version was intended to use the Nintendo 64DD's real-time clock to simulate a day-and-night cycle in-game. Therefore many anomalies that are now documented today also seemed to have appeared within this thread, and went under the radar with users assuming that they were new additions for the Nintendo 64DD port. Since the original thread information about this disk version of Super Mario 64 was circulated during the early 2000s, it predated many of the beta discoveries and the theory of personalisation that exist today.
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