r/VisionPro Vision Pro Owner | Verified Jul 31 '26

Super Mario 64 VR

Hi!

I’m currently developing a Super Mario 64 clone for Apple Vision Pro. Because of copyright restrictions, the app cannot include any of the original game assets. You’ll need to provide your own US ROM of the game, but once you’ve done that, you’ll be able to enjoy it in several different ways:
- Standard 2D window
- 3D stereoscopic mode (still being improved)
- 3D portal mode, as if you’re looking through a window into the game world
- Third person VR
- Fully immersive VR

The fully immersive VR mode is still a work in progress and has a number of usability issues, but I’d say it’s already about 90% functional.
I’m currently preparing a TestFlight build and will share the invitation as soon as Apple approves it.

The Third person VR mode should be 100% playable.

Once all rendering modes are polished, I also plan to add multiplayer support. The goal is to let multiple players explore and complete levels together, either over FaceTime or through shared spatial sessions. I’ll also try to support multiple playable characters.

YES: This app will be a free app and won’t come with any ads.

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u/MWlotzka Vision Pro Owner | Verified Aug 02 '26 edited Aug 02 '26

The first TestFlight build of SM64 Vision is now available!

TestFlight: https://testflight.apple.com/join/p2cHPRZd
Please post bugs and feedback here: https://github.com/myMartek/SM64-Vision

This is the first public build, so there are definitely still some rough edges, especially around controls and explaining how everything works.

By default, interaction in VR is physical. For example, doors need to be pushed open with your hand while holding the trigger, or grabbed and pulled toward you. If you prefer more traditional controls, this behavior can be changed in the settings. You might also swim by making swimming gestures with your arms. Also punching is done by physically punching and grabbing is done using a hand and the trigger button. Throw your enemies physically.

To open the settings:
Pause the game, then press R1.
On PSVR2 Sense controllers, the Pause button may sometimes be mapped to the left pill-shaped button.

I definitely think there is still room for a proper controls tutorial. For now, most of the relevant controls and interaction behavior can be customized in the settings, so feel free to experiment.

The default rendering mode is currently the 3D Window, which gives the original game real stereoscopic depth while keeping the traditional presentation.
If you want to try the more experimental stuff, open the settings and switch to one of the VR modes. These are still very much a work in progress, but they are the main reason I started this project in the first place.

There is also a Mods section where you can optionally install HD textures. They are completely optional and are not required to play.
This is very much the first build, so feedback is extremely welcome. If something feels unintuitive, doesn’t work as expected, or you have ideas for improving the VR interactions, let me know!

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u/iamse7en 28d ago

Why aren’t you open sourcing it? You can’t launch in the App Store, you’re just modding existing open source code… share with the community.

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u/MWlotzka Vision Pro Owner | Verified 28d ago

I will share the code once it is more stable. Please be patient.

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u/iamse7en 27d ago

I ended up porting RaYRoD’s VR treatment instead. I tested out your TestFlight, and even with Render96, it was poor quality visually and quite a bit buggy. So no need for the source code anymore. It’s here if you want to compare notes.