Super Mario Galaxy
|Super Mario Galaxy|
Also known as: Super Mario Wii: Galaxy Adventure (KR)
This game has unused animations.
This game has a notes page
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
Mario, now known for his gravity-defying feats of wonder, does it again. ...Only this time, he smashes every law of physics in the book.
- 1 Sub-Pages
- 2 Character Design Changes
- 3 Level Design Changes
- 4 Placeholder GameCube Texture
- 5 Unused Audio
- 6 Unused Race
- 7 Unused Object Parameters
- 8 Unused Object Behaviours
- 9 Removed Objects
- 10 Oddities
- 11 Super Mario Sunshine Leftovers
- 12 Jungle Beat Leftovers
- 13 Internal Project Name
- 14 Empty Directories
- 15 Regional Differences
| Unused Animations|
Mario Tennis Galaxy?
| Unused Objects|
| Unused Models|
This game has a lot of them.
| Unused Zones|
The lost levels.
Character Design Changes
Topmaniac and the Topman Textures
As one of the oldest bosses conceived for the game, it is no surprise that Topmaniac has gone through several changes. Its textures and model are enough to prove this. In early footage of the game, Topmaniac was shown as a hovering purple Topman with a head that popped up on a metal rod. The original body still exists in the game under the name TogeBegoman.
Interestingly, parts of the final model indicate that the boss went through another design stage. The texture used for the drill top is for a purple Topman, with the same layout as the other Topman textures. What's more, four Topman-style whacking rods can be found inside the body's model at varying degrees of tiny.
Another interesting texture is used for the narrow metal band around Topmaniac's weakpoint, but only the gray edge of the image is mapped to the model. The large red area, featuring the game's "Pound This" symbol, goes unused. If the texture were applied to the weakpoint instead of the normal texture, the UV data aligns the symbol perfectly with the center. Similarly, the texture for the main body features a tiny red version of the symbol not used anywhere, even when applied to different parts of the model.
Megaleg's Spare Parts
Megaleg, being the biggest and possibly the oldest boss in the game, has a handful of unused parts associated with it. One of the models associated with it is TripodBossSwitch. The prototype boss BossCrab also has a switch, so it is possible this switch was carried over in its design, but ultimately scrapped before being revealed in the E3 demo.
Other parts are leftovers from an earlier stage of the final design. TripodBossLight is a three-beam version of the light that spins around on top of Megaleg's core. Other unused models are TripodBossLeg3B and TripodBossLeg3C, textureless models that would later be combined into TripodBossFoot. The model TripodBossLeg3D is practically identical to TripodBossFootBottom.
DemoMario has a higher polygon count, a slightly different texture setup, and brighter overalls than the final Mario. This model only has two animations. The most interesting feature of the model is its set of alternate suits; one appears to be an early design for the Ice Flower suit, while the other is unlike any of the final power-up suits in the game, likely being an earlier Ice Flower suit or a design planned for a different power-up. The MagicalWand and StarWand models share the same colors.
Unlike in previous games, Chomps in SMG can only roll down set paths and bark when you get near. A closer examination of the models reveals that each Chomp has the inside of its mouth and backsides of its teeth fully modeled. A separate model is used for the breaking animation, so this is never seen.
Monty's Rocky Wrench
The model for the wrench thrown by Monty is named MoguStone, indicating they were originally going to throw rocks instead, like the Monty Moles in Super Mario 64.
Level Design Changes
The filenames of zones and planets indicate that at some point in development there were fewer, larger galaxies, probably around the size of the original E3 demo galaxy. Two of the most common prefixes are Ocean and Phantom.
An unused Blooper is present in Star 3 of Beach Bowl Galaxy that is meant to appear after one of the chests at the bottom of the sea is opened, but the Blooper never actually spawns in the final game.
Additionally, present in the main zone of Deep Dark Galaxy is a Blooper that is set to move back-and-forth in a pre-determined path. This is interesting because it is the only in-game Blooper that has a controlled path, as most Bloopers simply move in random directions.
Deep Dark Galaxy Oddities
In Deep Dark Galaxy's Purple Coin Star, the player is immediately spawned inside the cave containing the Purple Coins and is blocked off from exploring the rest of the level outside of the cave. Despite this, however, the mission has its own object setup outside of the cave that is unique to the star. The player can use cheats or modifications such as a moon jump cheat to exit the cave and explore the rest of the level, where there are some strange differences. For example:
- Every single member of the Toad brigade has duplicated, some of which act differently than their respective original Toads located inside the cave.
- Captain Toad can be found out on the beach near the Starshroom, and says the same message that Green Toad normally says in the Purple Coin level ("Nope, I don't see any Purple Coin(s) hidden in the dirt.").
- Right next to the Captain is Purple Toad, who says his normal message ("I've got a level one snorkel-toad certificate!").
- Yellow Toad can be found standing on top of a cannon tarp out on the beach that is normally found in Sea Slide Galaxy, who shows an empty speech bubble when talked to.
- Green Toad is dancing where the Blue Toad normally stands during Star 2, and like the Yellow Toad, shows an empty speech box when talked to.
- Blue Toad can be found inside the room where the "Boo in a Box" star is located, floating slightly above the ground and missing his glasses. Standing near him causes an empty text bubble to appear above him.
- There is a series of climbable poles next to the Green Toad that leads nowhere, one of which is tilted at an askew angle. An Amp is also present on one of the poles.
- A green pipe can be found on the beach next to the purple toad that leads to the "Boo in a Box" room where the Blue Toad is located.
- A Launch Star can be found high above the planet that leads nowhere, simply sending Mario into space with nothing to land on and subsequently resulting in the player dying. After this, Mario respawns out in the middle of space, causing him to repeatedly die until inevitably running out of lives and getting a Game Over.
The Topman Tribe
The Topman tribe was originally meant to appear in Melty Molten Galaxy, as can be seen in the second demo, but was ultimately moved to Dreadnought Galaxy, along with their respective planets. A remnant of this can be seen in the filenames of the planets that they are found on, including Topmaniac's planet, most of which are named LavaBegoman______.
Maze Cube Planet
The hedge maze cube in Gusty Garden Galaxy was also meant to appear in Melty Molten Galaxy as well. as can be seen by the maze's file name, LavaMazeCubePlanet.
The filenames for Tarantox and its respective level refer to it as Tomb Spider and the zone it is found in is called PhantomSpaceGraveyardZone, both of which suggest that Tarantox was originally intended to appear in Ghostly Goul Galaxy rather than Space Junk Galaxy. Further supporting this is the fact that the broken spaceship that appears in Space Junk Galaxy can also be found in the empty space between Bouldergeist's arena and the Spooky Speedster race course.
Battlerock Galaxy Rolling Oval Planet
The multicolored cigar-shaped planet at the end of Breaking into the Battlerock has the file name RollingOvalPlanet, and the cap on the end of the planet with the cannon on it is a completely seperate model, suggesting that the planet was originally intended to constantly rotate.
The level select banner for Bigmouth Galaxy shows the galaxy using a completely different background than the one used in the actual level itself, showing a background similar to the one used for Space Junk Galaxy as opposed to the one used in the actual level, which looks more similar to the background seen while selecting a level inside the domes.
Placeholder GameCube Texture
An image of the GameCube logo is used as a placeholder texture for several models, such as the distortion on Kamella's wand and the black areas in the Engine Room Dome.
A soothing sequenced track, apparently meant to be used when inside a bubble. While totally unused here, it was used in the E3 2006 Demo.
A synthesized version of the airship theme can be found alongside the used prologue music. It has a brass-heavy fanfare intro. The airship theme, while orchestrated, does appear in the prologue, but it's a different file which is part of the cutscenes of the prologue and another file exists which also is used in stages in the case of the playable parts of the prologue.
A synthesized version of the "Catastrophe" flourish, can also be found alongside the prologue music. The final version is used in the prologue and ending. There are differences between this and the final version.
The sound heard when a Star Bit was collected, as seen in the E3 2006 demo and GDC 2007 trailer, can be found in sound effect bank B64kawa_0.aw, as sound 0x2E.
Cosmic Comet race data for Space Junk Galaxy exists under the name GhostDataStarDustGalaxy, but a race never takes place there. What's more, there is no Luigi version present, unlike all the other races' data.
Unused Object Parameters
The bubble generators in places like Bubble Breeze Galaxy create nice round bubbles. However, with the right parameters, the bubbles spawned can be other shapes, such as cubes. Considering the internal names for Bubble Breeze Galaxy and Bubble Blast Galaxy use "cubebubble" in the name, it is likely that cubes were the original shape. With a different set of parameters, octahedral bubbles can be spawned.
Magikoopa Fireball Split
There's an unused setting for Magikoopa that causes its fire spells to act like Kamella's, splitting into multiple fireballs instead of just one. It can create two or three fireballs, depending on the parameter given. This setting was retained in Super Mario Galaxy 2 as well.
Obj_arg0 determines which item is housed in a boo. Only coins (ID 0), keys (ID 6), and Power Stars (ID 7) were used in the final game.
- -1 = nothing
- 0 = Coin
- 1 = blue Toad
- 2 = Sling Star
- 3 = Launch Star
- 4 = Star Bits
- 5 = Luma
- 6 = Key
- 7 = Power Star
- 8 = 1-Up Mushroom
- 9 = Goomba
- 10 = Blue Star Chip
- 11 = Star Chip
- 12 = Silver Star
- 14 = Life Mushroom
Obj_arg0 determines how a Koopa is colored. ID 3 changes it to blue, which isn't used in the final game. However, Cosmic Mario uses a blue Koopa shell in the Sea Slide Galaxy Race.
Some code exists to change Lumas to be purple. The Luma will be purple if Obj_arg0 is set to 4.
Lil' Brrr and Lil' Cinder Behavior
Both enemies have two unused settings which makes them jump if Obj_arg0 is set to 1 or simply appear from ground if it's set to 2.
Unused Object Behaviours
- If it falls into lava, it creates a splash effect and plays the "Topman short-circuiting" sound.
- If it gets submerged in water, it disappear in a puff of smoke and plays a unique sound effect, SE_EM_BEGOMAN_DEAD_IN_WATER.
- Some enemies (e.g. Goombas) can be defeated if a Topman runs into them.
A number of objects were removed either partially or entirely but still have entries in various object lists.
Removed Galaxy Select Models
There are six entries for removed Galaxy selection models. Four of them are small galaxies accessed by Launch Stars in the Comet Observatory: Sweet Sweet Galaxy (MiniBeltConveyorExGalaxy), Bubble Blast Galaxy (MiniCubeBubbleExLv2Galaxy), Rolling Gizmo Galaxy (MiniTamakoroExLv2Galaxy), and Drip Drop Galaxy (MiniTearDropGalaxy). The remaining two are for unknown galaxies: MiniKoopaJrDriverGalaxy and MiniTriLegLv2Galaxy. They all lack model files.
There are two cut planets for Rolling Gizmo Galaxy named TamakoroPlanetA and TamakoroPlanetB. The object StarDustBridgeA was presumably a bridge of some kind from Space Junk Galaxy. All that remains of these objects are entries in the Object Name Table.
As seen in the Galaxy select model section above, several object names hint at what would have been a second fight with Megaleg. One model (Tripod2Boss) still exists, but it is an exact copy of the normal Megaleg model.
All that remains of these objects are entries in the Object Name Table. Their exact purpose is unknown.
Sign Behind the Door
In Good Egg Galaxy, you can "read" the door on the house of the first planet. This was accomplished by hiding a sign behind it, which can be seen by fiddling with the camera.
The Stretch Plant obviously doesn't look like a mushroom, yet its object name is PunchingKinoko. Its object name may also refer to a cut punching attack.
Super Mario Sunshine Leftovers
It seems reasonable that a few models from the previous 3D Mario game would be left in, namely SunshineMario, FruitsBoatB, and PeachHair.
Jungle Beat Leftovers
Many models from Donkey Kong Jungle Beat can be found in the game's models. They have all of their associated animations and files. Both Jungle Beat and Galaxy were developed by the same branch of Nintendo EAD. Note that some of the models had their file names changed, indicating that the developers possibly intended to use them in some way as they did with the springy Creeper flowers. All animations for these models are intact.
- Bakky - The normal bat enemy.
- Bee - The weird bee enemy. It is similar in design to Choppah, the flying green enemy added in Super Mario Galaxy 2.
- BlackMistCreature - The body of Cactus King/Ghastly King, the final boss. The model's original name is FinalKong, so the developers had something planned for this model. Only has the animations from his action directory.
- CocoPig - The pig enemy that throws coconuts.
- CrestModel - The crests collected at the end of every kingdom.
- FlameGun - This works in game. It shoots invisible fire.
- NeckDragon - The dragon-shaped transport tubes seen in some stages. The model's original name is OnlyHead. The model archive here is smaller than the original by 5 KB due to the removal of some extra textures.
- NoteFairy - The little fairies that float around DK while he has a combo going. The model's original name is Fairy. This object is used in Galaxy to control the appearance of the colored music notes, but the object itself is placed very far away so as not to be seen.
- PigPoppo - One of the many Hawg enemies in the game. The archive here is smaller by 20 KB due to all but the running animations being removed.
- RushAirFish - The puffer fish enemy seen in stages with water. The model's original name is NeedlePoppo. The archive here is smaller by 22 KB due to all but the idle and puffing animations being removed.
- SpringFlower - A flower that launches DK through the air.
- ThrowKikki - The helper monkeys that hang from tiny trees and throw DK around.
- WindMouth - The mouth-shaped plants that blow air to push DK around while parachuting.
Internal Project Name
The game's internal project name is "SMR", according to the filename of the main AudioRes szs file and a removed AudioRes file mentioned in the dol. Its probably short for "Super Mario Revolution" as "Revolution" is the Wii's internal project name.
The root of the game's filesystem contains some unused, empty directories:
- AllTargetAddressMap - May have contained symbols.
- AllTargetModuleData - May have contained symbols for modules.
- Debug - Contains build information and a debug font in Photos with Mario.
- MapPartsData - May have contained files related to MapPart objects. This folder is referred to in Super Mario 3D Land and Captain Toad: Treasure Tracker.
- SystemData - In later games using the engine this contains object tables, shaders, region information and game config files.
|Japan||USA and Europe||Korea|
The Japanese version's title screen has the game's title in Japanese under the logo. The Korean logo was changed completely to accommodate the game's different title. The copyright information was updated as well. The Chinese version uses the same information but changes the font from New Rodin to DF Zong Yi, for some reason. It also only requires the player to press A rather than both A and B, using a different icon, as a result of being released on the NVIDIA Shield TV rather than the Wii (which was not released in China).
|Japan, USA and Europe||Korea|
The Korean version also has a different save banner.
Wii Channel Audio
As a result of the Korean release's title changing into Super Mario Wii, the audio for when you select the game on the Wii Menu was edited. It's just the International voice clip poorly spliced with an in-game clip used for performing the Long Jump.
The Japanese Super Mario Galaxy announces "STAR GET!" when a Star is collected, and "GRAND STAR GET!" when a Grand Star is collected. In USA and European versions, the grammar was cleaned up to read "You got a Star!" and "You got a Grand Star!". This change was reverted for the Korean version. A similar change occurred in Super Mario Sunshine, where "SHINE GET!" was changed to "SHINE!" for the non-Japanese versions. The Chinese version changed the text from English to Chinese.
|Japan, Korea||USA, Europe||China|
The Japanese Super Mario Galaxy displays "MISS!" when the player loses a life. In the USA and European versions, this was changed to "TOO BAD!". This change was reverted for the Korean version. The same change occurred in Super Mario Sunshine, where "MISS!" was changed to "TOO BAD!" for the non-Japanese versions.
|Japan, Korea||USA, Europe||China|
In the Korean version, the subtitle text (cinemafont26.brfnt) was thickened and some characters were shifted a few pixels, in addition to the removal of unneeded characters.