Proto:Super Mario Sunshine
This page details one or more prototype versions of Super Mario Sunshine.
To do:
|
This playable demo of Super Mario Sunshine comes from the seventh GameCube kiosk demo disc. The choice of levels is similar to the demo that was playable at E3 2002, and contains six scenarios to choose from. These include the second episode of Bianco Hills in two parts (whole stage, and only the boss battle), the first episode of Ricco Harbor, the second and third episodes of Gelato Beach, and the platforming Secret Stage from Bianco Hills.
The contents of this Super Mario Sunshine demo are from very late in development, so models and levels are in their final form for the most part.
Contents
Sub-Page
Text Changes Hey, old guy! |
E3 Demo Contents
An archive named TitleE3.arc contains all of the assets for the title screen and level select screen from E3.
E3 Logo
The final version of the logo is included in the demo, so this early version of the US logo goes unused. The most interesting difference is the lack of a Shine Sprite.
Level Select Screen
To do: Do side-by-side comparisons for each image |
This is the same level select image that was used at E3. While this is used, it does show an earlier design for the platforming stage: specifically, a stage with a bright sky background, whereas the platforming stages use a starry background. Further, the stage shown here isn't even the one used for the demo. In addition, the Bianco Hills' background uses the unused cloud layer, Ricco Harbor has the unused ship that has a pile of logs, and the Sandbird Tower in Gelato Beach has columns around the walkway which go unused.
Gelato Beach's coral reefs are also differently placed in the preview for the Mirror Madness! mission, with one between the spawn islet and the tree island, and another placed much more closer to the left of the spawn islet. It's possible the developers changed this to a single cluster of coral reefs in the southwest of the map because they didn't want players swimming across separate coral reefs for the red coin mission later in Gelato Beach's mission lineup.
Original Message File
Included in the archive is an uncompiled, pure XML version of marisun_stage, the level select message script file found in the title archive. The level names are in Japanese, but they're the same levels. The file's creator, Yusuke Shiraiwa, is credited for 2D Programming in the staff credits.
<?xml version="1.0" encoding="Shift_JIS" ?> <gmml version="0.4"> <head> <create user="shiraiwa_yusuke" host="SHIRAIWAY-WIN" date="2002-04-22T10:45:26"/> <generator name="MessageEditor" version="0.9.8.2"/> </head> <body language="japanese"> <color> <list entry="0" r="00" g="00" b="00" a="FF"/> </color> <tag> <set japanese="黒" english="Black" value="FF:00:色:0"/> <set japanese="500%" english="500%" value="FF:01:サイズ:500"/> <set japanese="400%" english="400%" value="FF:01:サイズ:400"/> <set japanese="300%" english="300%" value="FF:01:サイズ:300"/> <set japanese="200%" english="200%" value="FF:01:サイズ:200"/> <set japanese="150%" english="150%" value="FF:01:サイズ:150"/> <set japanese="100%" english="100%" value="FF:01:サイズ:100"/> <set japanese="75%" english="75%" value="FF:01:サイズ:75"/> <set japanese="50%" english="50%" value="FF:01:サイズ:50"/> </tag> <columns> <id type="string" position="0" width="100"/> <group default="メニュー" position="1" width="100"> <list entry="0" japanese="メニュー" english="menu" colorID="0" width="0"/> </group> <number position="-1" width="100"/> <comment position="2" width="100"/> <erase position="3" width="100"/> <language japanese="メッセージ" english="メッセージ"> <message position="4" width="100"/> <list entry="0" file=".\Font\kanfont_fix24.bfn"/> <size position="6" width="100"/> <space position="7" width="100"/> <width position="8" width="100"/> <line position="9" width="100"/> </language> </columns> <dialog left="32" top="89" right="826" bottom="748" maximized="no"> <band id="0" index="0" style="0000" width="295"/> <band id="1" index="1" style="0000" width="160"/> <band id="2" index="2" style="0000" width="182"/> <band id="3" index="3" style="0000" width="143"/> <band id="4" index="4" style="0000" width="786"/> <band id="5" index="5" style="0000" width="385"/> <band id="6" index="6" style="0000" width="183"/> </dialog> <output language="メッセージ"> <group name="メニュー" file="..\..\data\title\marisun_stage.bmg"/> <member message="data"> </member> <color file="..\..\..\void.bmc"/> <header number="1" begin="JMS_" id="..\..\..\void.h" struct=""/> </output> <row id="0001" group="メニュー" number="0" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">エアポート</language> </row> <row id="0002" group="メニュー" number="1" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">ドルピックタウン</language> </row> <row id="0003" group="メニュー" number="2" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">ビアンコヒルズ</language> </row> <row id="0004" group="メニュー" number="3" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">リコハーバー</language> </row> <row id="0005" group="メニュー" number="4" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">マンマビーチ</language> </row> <row id="0006" group="メニュー" number="5" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">ピンナパーコ</language> </row> <row id="0007" group="メニュー" number="6" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">シレナビーチ</language> </row> <row id="0008" group="メニュー" number="7" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">モンテビレッジ</language> </row> <row id="0009" group="メニュー" number="8" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">マーレビレッジ</language> </row> <row id="0010" group="メニュー" number="9" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">コロナマウンテン</language> </row> <row id="0011" group="メニュー" number="10" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">スケールマップ</language> </row> <row id="0012" group="メニュー" number="11" erase=" " access="readwrite"> <comment></comment> <language name="メッセージ" font="kanfont_fix24" size="100" space="0" width="400" line="1">テストマップ1</language> </row> </body> </gmml>
Linker Address Map
Similarly to the final game, a linker address map showing off most of the original source is present on the root. However this time there are two address maps, mario.MAP and marioL.MAP, with marioL.MAP being significantly larger than mario.MAP.
Download Demo mario.MAP Linker Address Map
File: DemoMarioMAP.7z (2.61 MB) (info)
|
Blanked File
The mysterious message.szs archive from the Japanese version is present, but its contents are only present in the Japanese demo. The international demo wiped them from the archive.
Unused Episode
While two Bianco Hills scenes are shown on the level select, they lead to Episode 2 and the Petey fight. As such, the files for Episode 1 go unused.
Audio Differences
Small Changes
A few small differences that were changed before the game launched.
- A normal coin sound plays when you spawn a Blue Coin.
- Mario's victory voice clip when collecting a Shine is a little early, resulting in him interrupting the 'Shine Get!' jingle.
- The warp pipe sound when entering a stage doesn't exist in the soundbanks of the Japanese demo.
- When defeating Gooper Blooper in the Japanese demo, a glitch occurs where all sounds cut out. Music is unaffected by this.
Changed Sounds
Two early blue coin sounds still exist in the demo. One is for when you spawn the coin, the other is for when you collect it.