Super Mario Sunshine

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Title Screen

Super Mario Sunshine

Developer: Nintendo
Publisher: Nintendo
Platform: GameCube
Released in JP: July 19, 2002
Released in US: August 26, 2002
Released in EU: October 4, 2002
Released in KR: December 14, 2002

AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article

Super Mario Sunshine is an open-ended platformer, very similar to Super Mario 64, except on a tropical island and with a talking water pump. This game also marks the first appearance of Bowser's extremely annoying son, Bowser Jr.


The Test Map

Super Mario Sunshine contains a test map, named test11, which can be accessed with the Action Replay code JKGN-DDJZ-D58XJ FYUM-N4P3-QJUPC. The textures it uses are the same as test maps from various other games, including The Legend of Zelda: The Wind Waker. It contains various objects and terrain, including the unused soccer objects and the Hinokuri enemy. The files also contain an early sky model, though it is not used in the scene.

Removed Test Maps

According to stageArc.bin, there were a grand total of 20 test maps in the game, divided into two categories. Scale Maps were named scale0 through scale9, and Test Maps were named test11 through test19. Of them, only test11 remains, though not in the Japanese version. It was added back in later by the localization team, as evidenced by the copies of every piece of translated dialogue in the game present in the files.

Unused Sky

That cloud looks like a duck...

This early sky model is found within the files for the test map, though it is not actually used by the map. This sky model can actually be seen in the earliest screenshots of the game.

Unused Audio

Audio Stream

This audio stream of the music from the demo-play video is never loaded by the game at any point, as all of the sounds and music are part of the video itself. The list of audio files refers to it as MSD_STR_SPACEWORLD, which is likely due to the music being used in the game's reveal trailer at Nintendo's Spaceworld 2001 conference.

Yoshi Drums

Several music tracks in the game have accompanying drum tracks meant to play when Mario is riding Yoshi but are used for stages that don't have Yoshi at all, and thus are never heard. It is not known whether these were meant to be used, or are just a result of the developers being thorough when creating the audio assets.

Casino Delfino

Yoshi only appears in Hotel Delfino for one episode, and not in either of the episodes that feature the Casino.

Noki Bay

Yoshi does not appear in Noki Bay at all.

Pianta Village Festivities

No drums play during the Pianta's music, even if Mario is riding Yoshi. Even the stage's normal drum track fades out. This was likely intentional, as the music is a performance by the Piantas rather than ordinary background music.

Secret Courses

Although two Secret Courses require Yoshi to enter, Yoshi does not enter the stage with Mario.

Voice Clip

This voice clip of Mario saying "Ciao!" is included in the sound bank for the beginning sequence when the game is turned on, w1stLoad_0. It is never used, nor is a copy of it present with the rest of the Mario voice clips.

Unused Enemies

To do:
Document other unused "actors" with the level editor and write about Kug's and others' proper behavior.


This large enemy was seen in the game's premiere reveal trailer at Space World 2001. Its name means "Fire Chestnut" (due to its appearance). The actor for it still works, but the model does not render properly due to it being made for a much older version of the engine. It stomps around, shaking the ground and spawns Strollin' Stus and eggs containing Swoopin’ Stus from the cone-like nozzle on its rear. The outer layer of its head can be popped by squirting water at the third eye (!) on the top of its head, after which it will stop spawning enemies. It walks towards the origin of the map (X=0, Y=0) and if it touches a wall, it falls through the ground. It also has animations for diving into water. Unlike other actors, the object cannot be resized via the scale parameters in the map data.

The "2" in its filename indicates that there were at least two versions of the enemy, which is supported by the fact that there are enemy parameter files for both hinokuri and hinokuri2 in Delfino Airstrip's map. Even more interesting is that the hinokuri parameter file has entries with "boss" in the name: BossFirstAppear, BossAppear, BossFirstAppearTimeMax, BossHideTimeMax, and BossGravity. These indicate that either hinokuri is a boss version of this enemy or an alternate version involved in a boss fight.

A related model is a skull-like mask with horns that fits over its bulbous head. It has animations for rattling and splitting in half.

(Source: Zeek)


To do:
Try to get a better video of this thing. Can it be hacked into a level?
A Paper Mario refugee?

A paper-thin living drawing of a Goomba found in the files for Pinna Park. It has only one texture, so all of its animations are achieved through the movement of the model. It was used as a test character, as indicated by the actor list. In fact, it has three entries in the list, which refer to it as "typical enemy", "test enemy", and Goomba. It can be found in Episode 8 floating around under the floor, beneath the spinning clam ride. It is just under half the height of Mario, and shocks him when jumped on. Due to its location, it is difficult to interact with.

Unused Objects

Soccer Ball and Goal


Mario gets to kick around a soccer ball in the test level. This may have been a test for the durian, the rolling fruit. A cardboard box fashioned into a soccer goal is also present. A similar, all-white ball can be seen in the reveal trailer, being kicked by Mario as he runs through Delfino Plaza.

(Source: Zeek)

Egg Generator

I do not like them, Sam I am. It lives!

This paper-thin drawing of an egg is referred to as a "Yoshi Egg Generator" by the object list. There are two models for it, gene_egg_model1 being the green one, and bad_gene_egg_model1 is the purple one. They both use the same animation, gene_egg_appear1, which is shown above. The directory for it, egggen, can be found in the files for Episode 5 of Pianta Village, as well as several episodes in Pinna Park.

Early Stu Generator

Seven Days...

Included in with the Stu generator drawing is an early version of the pile-of-goop generator. It consists of five nearly-flat rings using this texture. It was likely included by accident due to the name similarity. None of its proper animations are included, and the final version's animations aren't compatible with it due to using a different number of joints.

Decorational Manta Rays

Sea pancakes in their natural habitat

Found with the files for every part of Pinna Park is a model of a trio of shadowy manta rays, called gatemanta, which swim around in little circles. They are roughly 2 meters in size each, making them a little bit larger than Mario. They seem to be based on the model used by Phantamanta, so they are rather high-poly and textureless. The fact that they are located in with the common stage objects folder and only have one animation indicate they were meant to be purely decorational. It's hard to tell if they are actually black or if it is a rendering error.

Marble Ball

A marble marble...?

This hemisphere made of marble is located with the map files for the Corona Mountain boss fight and is simply named ball.bmd, along with a copy of it in .bdl format. Despite the ball being merely 2 cm in diameter, the texture for it is 512x512 pixels, making the ball model have the largest file size in the map directory. Together with the model is a pair of textures also named "ball" that feature incredibly faint ripples.

Unused Object Features

Hidden Piantissimo Face

Il Piantissimo's hidden face.

In the game, Il Piantissimo never removes his mask. Needless to say, he does have a face, which can be seen when you remove his mask via hacking or other methods. Piantissimo's face seems to resemble the Running Man's face from The Legend of Zelda: Ocarina of Time, but with darker skin.

(Source: Mario Wiki)

Eely-Mouth's Belly

Not shown: dirty teeth.

The giant eel boss in Noki City has his esophagus and stomach modeled with a significant amount of polygons. Even though one of its attacks involves swallowing Mario, the camera never follows him inside, so the insides are never seen.

Stu Generator Animations

Yes, this is used. Ouchies! Grr. Bluh.

The drawing that spawns Strollin' Stus was originally going to be alive and animated to some degree. It has five texture animations, which make use of alternate textures. The first image is the texture that is used, for reference. The second is used for when the generator is being hurt. The third is for after the generator has taken damage, thus entering an angry state. The last image is for when the generator dies. In the final game, the drawing simply disappears when it is sprayed.

Bloopad's Land Legs

The spongey squid-like enemy Bloopad only appears in Ricco Harbor, floating in the water. However, it has animations that correspond to hopping around on land, as well as being stomped. In fact, they are considered run1, while jumping out of water is run2. As they never appear on land and cannot be pushed around, this animation is never used. Furthermore, Bloopad's files are included in with the scene for the King Boo boss battle room, but the enemy itself is never spawned. This would have been the one location to witness it on land.

Another thing to note is that Bloopad is also included in the files for the Coin Fish episode of Noki City. This would require yet another behavior for Bloopad; one that doesn't constantly jump around and inflate when sprayed.

Removed Cloud Layer


SMSGC-SirenaSkyboxTexturesB sky kumo128.png

In the common sky model, there is a large disc stretching across the entire sky, which is completely invisible in-game. This pre-release screenshot reveals that it was once used for a light cloud layer. The UV map for the disc is still intact, as is the texture for it. As a bonus, the screenshot also shows the unused goop texture in use.

Hidden Level Features

The Hidden Book

There is a hidden book that can never be retrieved in the Red Coins in a Bottle episode of Noki Bay. This appears to be a leftover from an earlier version, in which the objective in that area was to recover a book, instead of collecting red coins. The models are actually parts of the level geometry and not separate objects.

(Source: TI2ophy)

File Select Pier


In the scene used for the File Select menu, there is a poorly-textured pier hidden just off-screen. Oddly enough, it has solidity, and thus can be walked on.

Corona Mountain Crater


Despite Corona Mountain being the highest point on the island, most of the level models have the inside of the crater modeled out. It reveals that the crater has a rather interesting structure, which makes sense given the structure of the Corona Mountain level.

Delfino Airstrip Room

SMSairstriproom.png SMSairstripdetails.png

The map for Delfino Airstrip has a copy of the waiting room floating above the map. This in itself isn't unusual, as this is how the game handles separate interior areas in Delfino Plaza, but this particular room goes unused because the waiting room is simply part of the main map. What makes it more interesting is that this room has more details in it than the used version, as well as having different lighting. The added objects include papers and pencils, a passport stamp, and some various crafts.

Oh my...

By using cheats to jump high enough, it is possible to see the contents of the room, though the room remains invisible. In the coin collection version of the map, the room contains a pair of doors, two coins, and a pair of Swoopin' Stus that flitter back and forth in a tight path, passing through each other. The doors are linked with the doors in the regular part of the map, so if one is destroyed by the Turbo Nozzle, the corresponding door is also destroyed. In the introduction version of the map, the room is empty aside from the doors.

Pollution Maps

The game uses bitmaps to keep track of pollution (or goop, if you prefer), with a corresponding model to hold the bitmap. However, many rooms (mostly secret stages) have an unused pollution map, copied from one of the other stages. The rooms use one of three maps, listed below. In addition, the developers left notes and doodles in the bitmaps, which overwrite the texture of the model.

Test Map

Lookit 'em having fun, kids!

This is the pollution map used for the test level. It is one of the most common pollution map duplicates used. It shows a couple of cutesy enemies causing the mess, which bear a resemblance to Hinokuri.

So so tired of being jumped on.

The overwritten texture depicts a much simpler shape of what appears to be Kug.

Early Bianco Hills

That's what three all-nighters in a row will do to ya.

The second common pollution map brings us this creepy image.


The texture of the goop itself is just as creepy.

I keep misreading this as Blanka Hills.

Viewing the model without the texture reveals it is actually from an early design of Bianco Hills. This level layout, the goop texture, and map can all be seen in some early screenshots.

"512x512 alpha, mostly black"

This is the bitmap for the map. It reads "alpha, mostly black" along with the dimensions of the image.

Early Ricco Harbor

There are several interesting things to note about these pollution maps, which can be found in Episode 3's files. Not only are there two pollution maps, but they use two different early versions of the level. The earlier version lacks a fountain, has different buildings, and has a rounded ledge with no wooden platform. The second version is much like the final version, but with a smaller ledge on the right side. There is also a tiny square platform in both, which moves around between versions before being removed altogether. The bitmap used for the goop is rather simple, and even seems to have a portion of the map that wouldn't fit on the mesh. Furthermore, the goop texture used by it is the same one seen in the early Bianco Hills, but with an additional specular (or bump?) map accompanying it.

Ink Splatter Specular Map? Bump Map? Either way, it's trippy.

Early Version 1 Early Version 2 Final Version
SMSriccopollution0.png SMSriccopollution1.png SMSriccopollutionused.png

Delfino Plaza

The various scenarios in Delfino Plaza with pollution maps have placeholders that resemble the texture on the early Ricco Harbor pollution map.

Bianco Hills

These maps are used as the placeholder maps for five pollution maps used in Bianco Hills. The first one is reused by the last one.

Noki City

"Stupid"... HEY!

The pollution map for the entirely underwater portion of Noki Bay. Scribbled in the upper left-hand corner is Japanese that reads, appropriately, "stupid", as washable pollution residing underwater doesn't quite make sense.

Sirena Beach

Kugs for everyone!

This is the texture used for Sirena Beach's pollution map. Look familiar? That's right, it's Kug! The actual maps used in the levels are in the shape of a manta and a Boo, respectively.

Delfino Casino

Such a waste of space.
Cheese everywhere!

The pollution map found with the Casino is actually for an early version of some level. It's unclear which level it is meant to be, but the central structure resembles the platform that Hotel Delfino is on in Sirena Beach. The relatively empty map and off-center position of the geometry indicates that the goop only covered a small portion of the level.

Corona Mountain Boss

It's... something. Holy moly, that's a lot of holeys! Still something.

This is another common pollution map, appearing in a number of secret room maps, as well as the final boss battle map. The model for the goop area is a pair of flat planes, and the mask is very primitive compared to the rest, meaning this is likely a copy from one of the test maps. Strangely, the goop texture that comes with it has "holes" in the alpha channel.


In addition to the pollution map, a set of odd mirror maps is found grouped with it. There are four models in it, including two pairs of what are likely windows and a puddle with a rough surface. Their positions don't match up with any other model, including the early Bianco Hills map. The fact that the two sets of windows are facing towards each other suggests they belong to a map with multiple buildings, such as Delfino Plaza.

Unused & Early Graphics

Corona Mountain Banner


Since Corona Mountain doesn't have an Episode select screen, this banner for it goes unused.

Unused Menu Text


A label reading "Dolpic", the Japanese name of Isle Delfino. Given that the entire game takes place on Isle Delfino, it wouldn't make much sense to give the label to any one location, so it wasn't even translated.


A label for the menu choice "cancel". It was not translated either.

Menu Sunglasses

FRAME ONYup.Deal with it.

These various graphics of sunglasses are grouped in with the other Options menu graphics. The first two, monte_sunglass_flame and monte_sunglass_glass, are meant to belong to a Pianta, while the third image is clearly meant to belong to the options menu, being named option_sunglass. None of the code for the options menu references them, and the sunglasses graphics are different from the textures used for the in-game sunglasses found on various Piantas.

Early Graphics


There are blue doors in the Plaza and the Harbor but none of them have this kind of shading.


Another blue door, but this time with goop painted across it.


Early label graphic for the HUD. The final game uses "water" instead, even in the E3 2002 trailer.


Probably from an early start up screen.

(Source: Zeek)

Hidden Screenshots

A few screenshots are hidden within the game, used as textures for various models. They are from various stages in development and are likely used as placeholders for shader effects.

Dem Bloopers

This image is one of the textures for Eely-Mouth's eyes. While the HUD isn't shown, the skinny FLUDD design reveals that this was taken very early in development. This screenshot also shows what would be the earliest known designs of Ricco Harbor and Blooper. The sky in the background is the same as the early sky found in the test map.

Good Eely-Mouth, you look kind of cool!

This screenshot was used as a texture for the water in Bowser's bath tub. The HUD is in its final design stage, but Noki City has much bluer lighting and no fog effects. It is likely this screenshot was chosen for the sake of humor.

Early Title Screen Graphics

These files are all found in title.szs, which seems to be dedicated to an early title screen. The final game's title screen is contained in option.szs.


pushstart.bti & j_pushstart.bti - Most likely used before the the start up screen was finalized. There are two versions of it, with j_pushstart.bti being 75% the size of the other.


j_face.bti - A badly cropped Mario silhouette.


j_titlebl.bti - A partially messed up shadow of a title screen.

Unused Text

Unused Episode Names

In the file that contains all of the Episode names, common/2d/scenarioname, numerous instances of "Red Coin Riddle" or "Red Coin Riddle 1/2" can be found. These most likely belong to the various timed Red Coin challenges in Secret platforming stages. Despite never being used, the titles were properly translated. There are also a few instances of "???".

Placeholder Text

Some of the files in game_6.szs/scrn contain what seems to be placeholder text for testing purposes. message_board_1.blo contains a snippet of lyrics from 1928 song I Wanna Be Loved By You.

I wanna be loved by
you. Just you nobody
else  but you.
I wanna be kissed
by you alone.
I couldn't aspire

The files pause_1.blo and scenario_demo_1.blo use lyrics from Ben E. King's 1961 single Stand by Me.


Stand by me


When the night has come

The file standard_1.blo contains an interesting snippet of text that may or may not be lyrics.

Good morning
Hello !
Good morning
Hello !
Good morning
Hello !
(Source: Peardian)

Undefined Message Error

Man, what do you WANT me to say?

It seems that Sunshine has an error handler built in for undefined message pointers.

Stage Select Menu

This can be accessed with the Action Replay code 0429E6E0 3BC00009 in the PAL version and resetting the console. There is an archive named title.szs which appears to be dedicated to a debug version of the title screen, with a placeholder logo and message files that call up lists of level names. There are two different versions of the Stage Select Menu; one of them has a black background and the other has the background of the title screen and an unused "PUSH START" button behind the Menu.

First Menu


On this menu, there is one test map. Trying to start a "No Data" map makes the game return to the normal title screen. Videos of this menu can be seen here and here. If you delete the Super Mario Sunshine data from the MemoryCard while you're in the debug menu, you can click on the "slot" 00 in the test11 folder. After starting 00 you will spawn on the Main Menu/Save Select Screen and you can explore it.

Second Menu


Trying to start a map which doesn't exist freezes the game or returns to the title screen. In this version, there are two test maps, as well as levels that were cut from the final game, as seen below. To see this menu in action, watch this video.

Stage Select List

The file mariosun_stage.bmg contains a list of the levels in the game, plus two more. It is a message file, which means it would be used in a text box of some sort. The level names were translated for the North American version of the game, indicating that it was probably used by the localization team as well. Special maps are listed in bold.

  • Delfino AirStrip
  • Delfino Plaza
  • Bianco Hills
  • Ricco Harbor
  • Gelato Beach
  • Pinna Park
  • Sirena Beach
  • Pianta Village
  • Noki Bay
  • Corona Mountain
  • Scale Map
  • Test Map 1

Extended List of Names

The file title.blo brings up a list of unlocalized level names that seem to belong to some kind of early level select menu. It is a graphics script file, meaning it only draws graphics to the screen. The locations in bold were cut from the final game.

  • Airport (Delfino Airstrip)
  • Dolpic Town (Delfino Plaza)
  • Ricco harbor
  • Bianco hills
  • Mamma beach (Gelato Beach)
  • Sirena beach
  • Hotel delfino
  • Pina parco (Pinna Park)
  • Hotel Lacrima (translates to "tear")
  • Mare village (Noki Bay)
  • Monte village (Pianta Village)
  • Erto rock (translates to "steep" or "elevate")
  • Warship island
  • Fire shrine
  • ex map ("ex" is typically used to denote the Secret platforming stages)
  • Corona mountain
  • Scale map
  • Test map
  • Test map 2
(Source: Peardian, DiingelKek)

Mystery of the Delfino Express

The Japanese version of the game contains an extra ARC that was removed from later releases, named message.szs. Its only contents are two message files, named station.bmg and system.bmg. One contains a list of stations and harbors for the levels, while the other contains dialogue for buying tickets and getting them stamped. As a number of the locations listed are landlocked, it must be concluded that these files belong to a scrapped train system for the island. Given the locations listed, this would have been the primary means of accessing levels in the game. Strangely, Pinna Park is among the listed locations, as are several other presumably island locations. This implies that either there was a bridge to Pinna Park, the train is a subway, or that Pinna Park was not always on the tail island.


The actual list is in Japanese, so the translated names are listed below. Notice that this list is very similar to the list of levels given in the unused title screen menu, except that Lighthouse Island is new. In the final game, the only lighthouse on the island is in Delfino Plaza.

  • Dolphic Town Station
  • Rico Harbor Station
  • Bianco Hills Entrance
  • Mamma Beach Station
  • Sirena Beach Station
  • In front of Hotel Delfino
  • Pinna Parco Station
  • In front of Hotel Lacrima
  • Mare Village Harbor
  • Monte Village Station
  • Erto Rock Station
  • Battleship Island (TEMPORARY) Harbor
  • In front of Flame Temple (TEMPORARY)
  • Lighthouse Island (TEMPORARY) Harbor
  • Corona Mountain Entrance


These snippets belong to what would be dialogue trees.

Japanese Translation
ご乗車 いたしま~すか?
Will you be riding with us today?
乗車券を 拝見いたしま~す! Please let me see your ticket!
Now departing for [...]!!
またのご利用お待ちしておりま~す。 See you next time!
Right now,
highly acclaimed travel stamps
to [...] are on sale!!
ただ今 当駅にて
Right now,
highly acclaimed travel stamps
to this station are on sale!
Will you be purchasing
a travel stamp?
ご利用 ありがとうご~ざいます! Thank you for travelling with us!
行き Bound for [...]
にて販売中で~す! [...] bound for [...] on sale now!
The price comes to
[...] Sol Coins!
やめる Cancel
やめる Cancel
(Source: Peardian, Translation: AkiraTrooper, divingkataetheweirdo, GlitterBerri)

Obscured Map Text

SuperMarioSunshine-GCN-guide tx 2.png

On the top-left and bottom-right of the in-game map of Isle Delfino is some brief tourism marketing copy, tying in with the idea that Mario received this tourist map upon arrival. While the first section of text is perfectly legible, the second (guide_tx_2.bti) is partially obscured by a simple boat animation. With obscured portions marked in bold, it reads as follows:

Picturesque bays, rolling hills, quaint
villages and more await you... Contact
Delfino Tours to plan your vacation today!

Corona Mountain Duplicate Data

Seeing as Corona Mountain was once planned as having episodic levels like the other levels, it comes as no surprise that there's more left over. However, it is just duplicate data for the most part. There are six listings (coro_ex stages). However, loading the stages in the game with the Level Select code can give different results. For whatever reason, the actual Corona Mountain stage is in CoroEx6.szs.

  • CoroEx0.szs: Duplicate of Bianco Hills' second secret stage. Interestingly, it has path nodes in its stage geometry.
  • CoroEx1.szs: Seems to be junk data.
  • CoroEx2.szs: Duplicate of Ricco Harbor's secret tower stage.
  • CoroEx4.szs: One of the Yoshi-styled secret stages from Pinna Park
  • CoroEx5.szs: Duplicate of Hotel Delfino's first secret stage.
(Source: [Catley])

Regional Differences

Title screen

Japan US Europe
Without that subtitle, us non-Japanese would clearly have no clue what game this is. This was before Mario games' logos commented on the players' sexuality. Was the re-positioning of the title screen for each region really necessary?

The Japanese title screen has "Super Mario Sunshine" written in both English and Japanese. The American title screen has a bigger logo than the Japanese or European versions. To accommodate this, the "PRESS START" text was also somewhat awkwardly moved to fit on-screen. The European title screen keeps the title screen layout the same as the Japanese version, but the logo re-positioned the tree to be on the left side rather than on the right.

Options menu

Japan America
Why is the sign still in English? Is that guy wearing a mustache on his head?

The Japanese version didn't have the ability to turn off the subtitles. This is most likely due to the Japanese version using English voice acting during cutscenes. The layout of the American screen was slightly altered for the extra setting to fit.

Level select

To do:
Add pictures for Monte Village (J) -> Pianta Village (U)

Japan America
Sunshine-mammabeach.png SuperMarioSunshine-Gelatobeach.png
Japan America
Sunshine-marebay.png Sunshine-nokibay.png

They changed these level names for the English-speaking audience. Note that Mare is the name for Noki, and Monte is the name for Pianta. Additionally, stories are called episodes and "My score" was reduced to "Score" in the international releases.

Isle Delfino

Japan America

In the American version, the island is always referred to as "Isle Delfino" while the name is less consistent in the Japanese version, where it is referred to as Dolphic Island by the introductory video.

As seen in the Japanese video above, the name "Dolphic Island" (a translation of ドルピックとう, the in-game Japanese name) is shown during the intro. The speaker (which uses the same English voice acting) still refers to it as "Isle Delfino", even when "Dolphic Island" is shown in the top-left corner.

On a related note, Hotel Delfino was always named Delfino, even in the Japanese version. A poster inside the hotel that reads "Dolpic" was left unlocalized in the other releases.

The Prosecutor

Japan America

In the American version of the court cutscene, the prosecutor and the judge use "Isle Delfino" consistently. However, in the Japanese video, while the judge remains using "Isle Delfino", the prosecutor uses an alternate take where he instead creates a third variant of the island's name: "Delfino Isle". During this take, the prosecutor's voice actor also misreads all instances of "shine" as "shrine", resulting in terms like "Shrine Sprites" and "Shrine Gate", among other mispronunciations.

Mario's Conversation

During the arrival cutscene, Mario and Toadsworth are seen speaking in the background while Peach is in focus. As Peach spots Shadow Mario, the Japanese version has low-volume dialogue between them. In a bit of self-referential humor, Mario states "Looks like Mario's gonna have to find a job," to which Toadsworth asks "Trying to start a new career?" right before his line about the princess's well-being. This banter is not subtitled, and it was mysteriously removed from International versions in spite of it being in clear English.

An additional line removed from the international version, Mario saying something like "It looks like a giant pool of paint" can be heard earlier in the same cutscene, in the shot right before the Toads' lines.

Map Screen

Upper Text
Japan North America
There is no other option. That's more like it.
Lower Text
Japan North America
limpid (adj.): (of a liquid) free of anything that darkens; completely clear. They're a bit pushier now, aren't they?

The small text on the map screen is always in grammatically correct English, even in the Japanese version, but it was still changed between versions. Also, the lettering is thicker.

Jump off of Yoshi

The way Mario jumps off of Yoshi differs between the Japanese and the international versions. In the Japanese version, he jumps off directly above Yoshi and in the international versions, he jumps off rather behind him. This change was most probably done in order to fix a glitch that allows you to clip through ceilings when jumping off of Yoshi. However, this change also introduced the "infinite flutter" glitch that allows you to flutter consecutively by jumping off and using a ground-pound immediately.

Level Preview Video

Japan North America
SMSlevelJP.gif SMSlevelNA.gif

For some reason, the video that plays in the graffiti portal to Bianco Hills was re-rendered for the North American release, with the camera making a much wider circle around the windmill than in the Japanese version. Note that they didn't bother to fix the noticeable jump in the positions of the clouds and windmill when the video loops.

Signboard Text

Japan North America
SMSsignJP.png SMS-SignTextUSEU.png

In the international versions, signboards show some unreadable symbols. In the Japanese version, they have English text, which is actually a mangled example sentence taken from a dictionary. The text seems to read:

This isn't gonna
Just a little stick.
Ready? 1...2...3.
There you All do.

Fountain Fruits

Pairs of fruit were added to the water fountains in Delfino Plaza in the international versions, likely to make feeding Yoshi more convenient. Pineapples were put in the fountain by the Bianco Hills entrance, and papayas were put in the fountain by the Noki Bay entrance.

Japan International
Mariosunshine-fruitsJP.PNG Mariosunshine-fruitUS.PNG
Japan International
SMSnokifountainJP.png SMSnokifountainUS.png


The Japanese versions of the post-credits endings have the text as part of the video. The text was made into separate graphics for the US release.

100-Coin Shine Freeze

Elementary, my dear Cactus.
This needs some investigation. There's something there, we're just not sure how to access it yet.
Discuss ideas and findings on the talk page.
Specifically: Check all levels on all regions for other 100-coin shine spawn point differences.
Japanese version PAL/US versions

If the player collects 99 coins on the main plaza, and then one more coin on the secret level "Red Coin Field", the game will freeze on the Japanese version; this happens because there is no spawn point for the 100-coin Shine Sprite in this level. Despite the absence of Yellow Coins in this level, Pokey releases some coins when they're sprayed into a wall. A spawn point for the Shine Sprite was added in the US and PAL versions. The shine that is spawned counts as the 100-coin shine for Delfino Plaza.

To do:
Screenshots for the two.

Too Bad!

When Mario loses a life in the Japanese version, the text says "Miss!" In the US and EU versions, it says "Too bad!" instead.


The text that appears when Mario collects a Shine Sprite says "Shine get!" in the Japanese version. In the US and EU versions, the "get" was removed to fix the awkward grammar.