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Super Mario 64 Restored

info

Platforms: N64
Year: 1996
Developed by: Nintendo
Published by: Nintendo

Number of Files: 38
Total Filesize: 126 MB (MP3), 768 MB (FLAC)
Date Added: Sep 12th, 2023
Album type: Arrangement
Uploaded by: L. Spiro

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Download all songs at once: click to download (FLAC+MP3)
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  # Song Name MP3 FLAC    
 
1. Title Theme (Source) 3:49 7.76 MB 47.19 MB get_app
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2. File Select (Source) 1:03 2.06 MB 12.61 MB get_app
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3. Peach’s Message (Source) 0:07 0.20 MB 1.21 MB get_app
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4. Opening (Source) 0:32 1.00 MB 5.95 MB get_app
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5. Lakitu’s Message (Source) 0:06 0.14 MB 0.86 MB get_app
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6. Koopa’s Message (Source) 0:05 0.11 MB 0.67 MB get_app
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7. Inside the Castle Walls (Source) 2:28 4.35 MB 25.64 MB get_app
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8. Start Level (Source) 0:03 0.06 MB 0.38 MB get_app
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9. Super Mario 64 Main Theme (Source) 2:45 5.25 MB 32.04 MB get_app
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10. Stage Boss (Source) 1:48 3.55 MB 20.18 MB get_app
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11. Power Star (Source) 0:05 0.16 MB 0.95 MB get_app
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12. Star-Catch Fanfare (Source) 0:03 0.08 MB 0.55 MB get_app
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13. Course Clear (Source) 0:03 0.10 MB 0.67 MB get_app
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14. Snow Mountain (Source) 3:24 6.50 MB 42.52 MB get_app
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15. Slider (Source) 2:56 5.96 MB 36.49 MB get_app
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16. Puzzle Solved (Source) 0:04 0.10 MB 0.55 MB get_app
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17. Dire, Dire Docks (Source) 4:56 9.22 MB 53.91 MB get_app
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18. Big Boo’s Haunt (Source) 3:33 7.12 MB 42.20 MB get_app
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19. Toad’s Message (Source) 0:04 0.09 MB 0.48 MB get_app
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20. Haunted House (Source) 3:33 7.06 MB 41.48 MB get_app
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21. Merry-Go-Round (Source) 1:23 2.23 MB 15.12 MB get_app
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22. Lethal Lava Land (Source) 2:47 4.55 MB 27.27 MB get_app
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23. Inside the Ancient Pyramid (Source) 3:54 7.70 MB 44.94 MB get_app
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24. Cave Dungeon (Source) 3:54 7.76 MB 44.80 MB get_app
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25. Cave Dungeon (Hazy Maze) (Source) 3:54 7.60 MB 44.58 MB get_app
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26. Looping Steps (Source) 0:54 1.71 MB 10.63 MB get_app
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27. Road to Koopa (Source) 2:44 4.29 MB 28.06 MB get_app
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28. Koopa’s Theme (Source) 2:44 5.40 MB 32.81 MB get_app
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29. Koopa Clear (Source) 0:04 0.10 MB 0.62 MB get_app
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30. Ultimate Koopa (Source) 2:46 4.20 MB 36.58 MB get_app
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31. Ultimate Koopa Clear (Source) 0:26 0.66 MB 4.74 MB get_app
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32. Ending Demo (Source) 1:14 2.19 MB 13.45 MB get_app
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33. Staff Roll (Source) 3:22 6.86 MB 40.86 MB get_app
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34. Race Fanfare (Source) 0:04 0.08 MB 0.61 MB get_app
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35. Powerful Mario (Source) 1:08 2.30 MB 13.56 MB get_app
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36. Metallic Mario (Source) 1:16 2.41 MB 14.47 MB get_app
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37. Piranha Plant’s Lullaby (Source) 2:40 3.77 MB 22.19 MB get_app
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38. Game Over (Source) 0:35 1.07 MB 6.22 MB get_app
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Description

100% identical to the in-game sound except that it uses the original uncompressed source samples instead of the in-game samples. Other than the crispity clearity HD quality, the sound is completely identical.

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COMMENTS

+ Comment

Juanito Perez

03:58 Aug 21st, 2024Offline

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L. Spiro

I’m afraid I don’t use SoundFont files or other common soundbank file formats, so I don’t have anything prepared I could hand out!
Here is the synthesizer I made to create these: https://github.com/L-Spiro/Nintendo-Synthy-4
It’s not user-friendly at the moment, but someday it will be.

To create a SoundFont file you wouldn’t need to record every note one-by-one; you can use the same set of samples I used (though they were given to me personally so I can’t direct you to a public place to download them), and modulo is only used in 2 tracks I believe. You should be able to match the modulo parameters exactly in a SoundFont, so you wouldn’t have to record note-by-note. Actually EAD games use modulo rather than vibrato, which basically just means they can change the amount of vibrato at run-time, so note-by-note recordings wouldn’t really be able to capture that. I can’t give out my sample files, but I do believe you can find them somewhere.

As for the rest, I have to agree about pursuing your passions! Especially when it comes to learning to program. Being able to program means having the power to dream any dream and then make it a reality on your own!

Thank you for your response, I appreciate it. I'll see what I can do with this information.

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L. Spiro

08:48 Aug 19th, 2024Offline

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I’m afraid I don’t use SoundFont files or other common soundbank file formats, so I don’t have anything prepared I could hand out!
Here is the synthesizer I made to create these: https://github.com/L-Spiro/Nintendo-Synthy-4
It’s not user-friendly at the moment, but someday it will be.

To create a SoundFont file you wouldn’t need to record every note one-by-one; you can use the same set of samples I used (though they were given to me personally so I can’t direct you to a public place to download them), and modulo is only used in 2 tracks I believe. You should be able to match the modulo parameters exactly in a SoundFont, so you wouldn’t have to record note-by-note. Actually EAD games use modulo rather than vibrato, which basically just means they can change the amount of vibrato at run-time, so note-by-note recordings wouldn’t really be able to capture that. I can’t give out my sample files, but I do believe you can find them somewhere.

As for the rest, I have to agree about pursuing your passions! Especially when it comes to learning to program. Being able to program means having the power to dream any dream and then make it a reality on your own!

Juanito Perez

02:24 Aug 19th, 2024Offline

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I wish to see a soundfont be made out of these high-quality samples, all with the same tremolo, envelopes, delay, reverb, and chorus. Although, I do believe this would require rendering every instrument individually with the proprietary C++ synthesizer made specifically for this project, each recording being a one-shot playing a singular note, and the musical note in question is different every time. It would be a time-consuming process. Would be cool for the general public? Yes, absolutely! But would it be worth it for the individual responsible for the creation of the desired soundfont? I do not have the answer to that question, unfortunately.

Another option available to us would be to look up for the sources of Super Mario 64's instruments for the explicit purpose of making our own soundfonts. Although, the software and techniques we'd be using may not be on-par with the restoration project we're commenting on, but hey! Don't let your skills discourage you from committing to your endeavors. Taking the initiative is better than standing cowardly at the start of the pathway leading to your destiny. You gain experience as you go, and you can then use that experience to improve your skills and expand your knowledge. If what you're doing doesn't turn out the way you hoped, then no harsh feelings. You made the attempt and that is fantastic! You passed through the obstacles everyone else shied away from, and I believe your efforts are admirable. Keep on growing, keep on learning, keep on improving, and keep having fun!

RyanRaiTV

11:41 Feb 24th, 2024Offline

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Nice stuff this is!

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L. Spiro

02:54 Dec 9th, 2023Offline

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PaperMarioParty

This is actually awesome! My biggest worry with "restored music" projects is that they may just sound off and different from the originals, and it's what drives me away from a lot of them.

That is exactly the issue! When I want to listen to an OST in HD, I still want it to sound exactly like how it does in the game, just crisp and clean!
“Restores” in the style of Church of Kondo can sure sound nice, and it’s always good to provide people with options for how they want the restored music to sound, but having restored music that sounds identical to the in-game sound has been a gap that has needed to be filled for a very long time!

PaperMarioParty

09:55 Dec 3rd, 2023Offline

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L. Spiro

Nope!
These are from Video-Game OST HQ, where I take a different approach to rendering Nintendo 64 music in HD! I debugged the games and copied the audio-rendering code into a new C++ synthesizer designed specifically for rendering music how Nintendo 64 does, except where the games use approximations and take shortcuts for performance, I use the fully detailed algorithms using 64-bit floats instead of 16-bit PCM!

The result is literally the exact in-game music—the same reverb, the same vibrato, the same tremolo, the same envelopes, etc.—except all in HD!
In this case there was an additional upgrade in that the original HD uncompressed source samples were used instead of the in-game samples!

Enjoy!

This is actually awesome! My biggest worry with "restored music" projects is that they may just sound off and different from the originals, and it's what drives me away from a lot of them.

Crtmaster

09:50 Nov 5th, 2023Offline

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This sounds great! I didn't think that SM64 used sampling, but why wouldn't it? : P

Armalinkthecharred

12:29 Sep 14th, 2023Offline

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Hey! This sounds great!

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L. Spiro

09:46 Sep 13th, 2023Offline

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Hajilee

Is this from the Church of Kondo?

Nope!
These are from Video-Game OST HQ, where I take a different approach to rendering Nintendo 64 music in HD! I debugged the games and copied the audio-rendering code into a new C++ synthesizer designed specifically for rendering music how Nintendo 64 does, except where the games use approximations and take shortcuts for performance, I use the fully detailed algorithms using 64-bit floats instead of 16-bit PCM!

The result is literally the exact in-game music—the same reverb, the same vibrato, the same tremolo, the same envelopes, etc.—except all in HD!
In this case there was an additional upgrade in that the original HD uncompressed source samples were used instead of the in-game samples!

Enjoy!

Hajilee

07:12 Sep 13th, 2023Offline

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Is this from the Church of Kondo?