Super Mario Galaxy 2

By popular demand, Mario was sent back into space for the first time to save the Princess and collect the Power Stars. Nintendo was a lot more organized and had a clear goal this time, so there is a lot less unused content.

More Please
The internal name for SMG2 is, amusingly, "Super Mario Galaxy More".

Flying and Ice Mario
EUBR_TnGrvs Through Ocarina codes, it's possible to transform Mario into Flying Mario and Ice Mario from the first Galaxy. It's not just a leftover, either; the music has even been updated. This video shows both forms in use in various locations. The updated Ice Flower music is used at Starshine Beach Galaxy, and the updated Flying Mario music is used at Yoshi Star Galaxy. However, neither of the powerup models remain in the game.

While Flying Mario is complete on the disc, none of the files for Ice Mario (outside of the theme) remain; they must be patched in. This suggests that Ice Mario was cut significantly earlier than Flying Mario. It is worth mentioning that the ice platforms are still used in the game, created by falling ice crystals in Shiverburn Galaxy.

The power-up class in SMG2 also still contains code to spawn the Red Star and Ice Flower. However, without modifications to the game's code, attempting to collect the Red Star or Ice Flower in SMG2 will cause the game to crash. This is because of two reasons, the fact that the files for Ice Mario are missing from the game, and that there is no entry in the event table for collecting the Red Star and Ice Flower for the first time. If these events are disabled, and the Ice Mario files added in, then the power-ups will work.

Level Design Changes
The second planet in Sky Station Galaxy, which features a grassy path to a curvy house, is called DrumSeparateRocketPlanet despite not looking anything like a rocket. What's more, there are two empty objects that were meant to go with it, DrumSeparateRocketPlanetGravityStep and DrumSeparateRocketPlanetMoveParts. These things together hint that this planet must have received a graphical overhaul at some point, and was likely re-purposed to fit earlier in the game.

The bonus room full of steps, featured in Puzzle Plank Galaxy's purple coin run and other galaxies, is named IslandFleetCoinRoomPlanetZone, despite never appearing in Sky Station Galaxy.

The topmost section of Upside-Dizzy Galaxy's first room is called SwitchGravityBombHeiPlanet. Bob-omb (BombHei) is not used anywhere in the level.

Leftover Objects in Levels


Starshine Beach Galaxy features a Dry Bones. It is placed near the planet's side and above the void, causing it to fall and die before a player gets a chance to see it. However, it is possible to see it by using a level editor.

Dry Bones don't really fit in beach themed levels, so this is likely not an early remnant, but rather just a mistake.

In Sky Station Galaxy, there is a Warp Pad that is inside the first planet that is unusable – two of them, in fact. It is suspected this was originally how you would get to the top of the house.

Also, in Boulder Bowl Galaxy, there is a fence placed inside the second planet, which can only be seen with a level editor.

Unused Starting Points
There is an unused starting point (#901) in Honeybloom Galaxy (FlowerHighLandGalaxy). It is located in mid-air, just before the first Star.

Unused Zones
Zones are spatial areas of a galaxy, and they include planets, objects, and various other data used in that part of the stage.

There are only two unused zones in the game, and both are minor variations of used zones. EarthenPipeRoomEZone is a version of the flat bonus room with three item blocks. StaffUnbabaHomePlanetZone is a copy of the final zone in Melty Monster Galaxy, but with only the planets.

There are also a lot of zones with "E3" in the file name, but these appear to be empty.

Leftover Sky
The sky model from Melty Molten Galaxy, VRSandwichSun, is one of the few models brought over from the first game that didn't show up in this game. An instance of the sky is actually present in the secret box-breaking area of Upside-Dizzy Galaxy, but it doesn't appear for some reason.

Leftover Objects
A few enemies from the first game, Ice Swoopers, Tweesters, Galactic Tornadoes, and Torpedo Teds, are still present in the game's code. If their model files are added back in and they are placed in a level, they will work just as before.

There is also evidence of many other objects from the first game that were not fully removed. All of the parts of the Comet Observatory are in SMG2's object name table, and can be successfully loaded in a level if the model files are added back in.

The object name table has some references to SMG1 objects other than the ones above, such as Cataquacks and Blue Star Chips. Blue Star Chips work just fine if their model file is added back in, but Cataquacks will cause a crash, indicating that their code was removed.

The most interesting though, is that there are actually some of the files for Kamella left in the game. However, these present files don't stop the Kamella object from being broken in code and not being able to be used.

There exists an object in Galaxy 1 and 2, called TeresaRoomGlaringLight, but it's used in SMG1 only. In Haunty Hall's zone file, named ClipScrollPlanetZone, the object is placed on the conveyor belt, but is set to be inactive until triggered by a switch. Since there is no switch attached, it never appears.

One-Coin Flying ? Block
Flying ? blocks that give one coin are actually never used in the game but have an object for them, and they work perfectly.

Koopa Colors
The code to make Koopa Troopas appear with red shells still exists in the game. Interestingly, the large Koopa Troopas can also be colored red, though their behavior does not change. It can still have its functions, just like homing in on enemies and objects, and speed underwater. What's even more interesting is that Blue Koopa Troopas can also be spawned by changing the object parameters, but again, their behavior does not change. Blue Koopa Troopas were never used in the first game. Interestingly, blue large Koopa Troopas will give out a coin when defeated. When picked up, its shell will turn back green.

Luma Colors
Some code exists to change Lumas to be pink and purple, respectively. Pink was found in SMG1, but purple is completely unused.

Yoshi's E3 Animations
Yoshi has a couple of unused animations with E3 in the name. Unlike most of the E3 content, these were not removed in later production.
 * YoshiE3Wait.bck
 * YoshiE3WaitAlone.bck

King Lakitu Animation
An unused animation file shows King Lakitu being hit so hard that his glasses fly off, causing him to search his face for them. Oddly, his fingers and face are not animated at all. There is no animation for him putting them back on.

Unused Mario Animations
Mario has most, if not all, of his animations from the first game, including the unused ones. Some of Mario's previously-used animations, such as his crouch pose for the Cosmic Clone races, are not used in this game.

Oddly, three new unused animations were added... for Mario's skeleton. There are animations of him breaking apart, waiting as a collapsed pile, and reforming. Even when Mario dies from electrocution in the first game, he simply falls over like normal. It is obvious this animation was cut before being fine tuned, as one bone has a point rigged to the wrong bone, causing it to fly around when the model breaks apart.

Return of the Mushroom
Despite not being used in the first game, the Kinoko model returns to not be used in this game either. See the Super Mario Galaxy page for more details.

Super Mario Galaxy Leftovers
Several models that were not used in the first game remain unused in Super Mario Galaxy 2.
 * AsteroidA
 * BgmProhibitArea
 * Bomb
 * ClipFieldMapParts
 * Jiraira
 * MaekerGCaptureTarget
 * MakerSpinDriver
 * MarkerEarthenPipe
 * MarkerSuperSpinDriver
 * OceanFloaterTowerRotateStepC
 * OnimasuCube
 * PoleNoModel
 * QuestionFlowerGardenDot
 * RelayPlanetC
 * SeesawSaturn
 * TakoBarrelB
 * WaterTransparentPlanet

Magic Balloon Fruit
This texture is bundled with the Blimp Fruit's model but never used. The Power Balloon in Super Mario World is marked with a P as well and grants Mario the same temporary power. The other fruits lack any similar textures.

Super Mario World Colors
Textures for models such as the block snake and berry models reveal that they originally looked closer to their SMW counterparts, with the block snake being brown and the berries being red. The game uses its shaders to display them as purple and pink/gold, respectively.

King Whomp's Face
King Whomp puts on this goofy face when he is defeated. However, because he's face down, it is impossible to see it.

Boss Tracks
SMG2_boss08b_strm (Digga-Leg/Whomp King)

SMG2_boss03b_strm (Megahammer)

Fast versions of the boss music for Digga-Leg/Whomp King and Megahammer exist, but these bosses don't use them, even when "angry". Curiously, the fast track for Megahammer is a single-channel stream, while the main track has multiple channels for the drums that play while riding Yoshi.

Synthesized Level Track
An unused level track by the name of SMG2_galaxy08_strm exists in the stream directory. It only uses synthesized instruments and was probably cut before reaching the orchestra stage.

Unused World Map Tracks




Two unused "world map" tracks are also present, SMG2_worldmap01_strm and SMG2_worldmap02_strm. Unlike the other world map streams, these don't have multiple channels with "galactic sounds" built in. They follow the proper naming convention for the world map tracks, and are the second and third world map tracks. The world map streams start at worldmap00 and end at worldmap08.