By hacking a romhack by Kaze onto an iQue, it was found that the camera going to a Parallel Universe does crash the game like on the N64 console. The iQue version is in fact the Shindou version translated to Chinese, and as such it does not have BLJs or the Bob-omb or Bully angle crashes. The iQue version of the game runs on the iQue Player, a rare handheld N64 variant only released in China. IQue (Chinese) Main article: Super Mario 64 (iQue) This version would later be used for Super Mario 3D All-Stars. Some of Mario's voice clips are high-pitched in this version. The game introduced new voice clips like "Bye, bye!" when throwing Bowser. Strangely, when grabbing a pole on this version, horizontal speed affects Mario's angle. It also fixed the infamous Backwards Long Jump glitch, which is why it is rarely used in speedruns, except in the BLJless category. It enabled a compiler flag to allow optimizations, which results in less lag. The final release of Super Mario 64 on the Nintendo 64 was once again released in Japanese. Because of the PAL video format using 50hz instead of NTSC's 60hz, PAL runs at 25 frames per second rather than 30, another reason why it is suboptimal for speedruns/TASes. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Due to Wii VC Round-To-Zero, however, the true optimal PAL version is not on N64. This is optimal for the ABZ Button Challenge because the Start button can be used to change language and the language with the least text can be selected. The European release of Super Mario 64 supports language changing in the settings menu between English, French, and German. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach's narration. It fixes some errors and glitches from the previous version, such as the lack of a coin limit. In addition, she does not talk during the ending. For example, Mario does not say "Haha", and Peach does not narrate her "Dear Mario" letter. The English version and all successive versions added some extra dialogue over the Japanese version. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster. This is because the text takes longer, but the lack of narration makes the game shorter. It is also notable for being the fastest version of the game for the 1 Key category (and some others). The Japanese version has a few glitches that were later fixed in all other versions, such as spawning displacement, the lack of a coin limit, time stop and others. The very first version of the game to be commercially released, the Japanese N64 version was succeeded by the Shindou version a year after release. The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by errors and other unforeseen occurrences. There are many different versions of the game, differing by where, when, how, and in what way they were released. The game was released in Japan on June 23rd 1996, then on September 29th, 1996 in North America, and finally on March 1st, 1997 in Europe. The game was rushed at the end of development as told by one of the programmers of Super Mario 64, and a couple of the team members never wanted to make games anymore due to being burnt out after working on Super Mario 64. The entire game was almost accessible, some details got changed before the release, such as the different star icon in the HUD, a rock spike at the top of the mountain in Bob-omb Battlefield, and other small details that were changed. On May 16th, 1996 (E3 1996) the game was shown off and is almost like the final game.
The final product was supposed to come out in December, but it was delayed further, and the entire game was rebuilt. Early footage of the show revealed the 50% complete beta version of Super Mario 64, in which it looked completely different than what the final product looked like.
The first time Super Mario 64 was shown was at the Shoshinkai show in November of 1995, with the introduction of the Nintendo 64 (Ultra 64 at the time). Super Mario 64 started development sometime before 1995.