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Super Mario Galaxy

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Title Screen

Super Mario Galaxy

Also known as: Super Mario Wii: Galaxy Adventure (KR)
Developer: Nintendo EAD Tokyo
Publisher: Nintendo
Platforms: Wii, NVIDIA Shield
Released in JP: November 1, 2007
Released in US: November 12, 2007
Released in EU: November 16, 2007
Released in AU: November 29, 2007
Released in KR: September 4, 2008
Released in CN: March 22, 2018 (NVIDIA Shield)
Released in TW: July 12, 2008


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Mario, known for his gravity-defying feats of wonder, does it again, only this time he smashes every law of physics in the book.

A slightly updated version of this game was released on the Nintendo Switch as a part of the Super Mario 3D All-Stars package on September 18th, 2020.

Hmmm...
To do:
Hmmm...
This page is loooong...
Consider grouping related content into additional subpages to ease readability.

Contents

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes

Resources

AnimationsIcon.png
Unused Animations
Mario Tennis Galaxy?
SMGrelayplanetc.png
Unused Objects
UFO sighted!
SMGonimasuzone.png
Unused Models
This game has a lot of them.
SMGpoleunizo.png
Unused Zones
The lost levels.
Blank.png
Removed Time Attack Mode
Gotta spin fast.
Blank.png
Unused Particle Data
Little particles of unused data.
Blank.png
Unused Light Data
Shining some light on unused LightData.
Blank.png
Level Design Changes
The cycle of level design never repeats itself in quite the same way.

Version Differences

Nvidia-logo.png
Chinese NVIDIA Shield Port
The version that was brought to the NVIDIA Shield in 2018.
SM3DALL-STARSLogo.png
Super Mario 3D All-Stars Port
The version that was brought to the Switch in 2020.

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 weak point, 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 weak point instead of the normal texture, the UV data would align 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 decent handful of unused parts associated with it. One of its associated models, for example, is TripodBossSwitch. Megaleg's original model and design, BossCrab, also has a switch, so it's likely that the switch was carried over but ultimately scrapped before being revealed in the E3 demo.

Most of the 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, for example. Another example is that the model TripodBossLeg3D is practically identical to TripodBossFootBottom. Other unused models are TripodBossLeg3B and TripodBossLeg3C, textureless models that would later be combined into TripodBossFoot.

DemoMario Costumes

DemoMario has a higher polygon count, a slightly different texture setup, and brighter overalls than the final Mario. Still, it only has two animations... but the most interesting feature of this 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. It may be simply yet another early Ice Mario model, but it could very well be a design planned for a different power-up. The gloves of this model are similar to the ones used in the prerendered cutscenes.

(CometMedal: gloves observation)

Chomp's Mouth

Unlike in previous games, Chomps in Super Mario Galaxy can only roll down set paths and bark when you get near (without opening their mouths). However, a closer examination of the different Chomp models reveals that each Chomp has the inside of its mouth and the backsides of its teeth fully modeled. Because a separate model is used for the breaking animation, this is never seen in-game.

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.

Object Design Changes

Stretch Plant

The Stretch Plant doesn't look like a mushroom, yet its object name is PunchingKinoko. Its object name may also refer to a cut-punching attack.

(Source: Original TCRF research)

Air Bubble Generator

Texture Model
SMG-AirBubbleGenerator-UnusedSection.png SMG-AirBubbleGenerator.png

The texture for the small, yellow air bubble generator found in many galaxies has an entirely unused half featuring a large orange block and a bubble icon. This half of the texture isn't used anywhere on the model and is not used for any purpose in-game, so what it would've been used for is unknown.

(Source: CometMedal)

Banandelion's True Colors

Banandelion w/ Shaders Banandelion w/o Shaders
SMG-Banandelion.png SMG-BanandelionOrange.png

Banandelions, referred to as "creepers" in the game files, are large pink flowers with long stalks. However, they only appear pink thanks to special shaders- the actual head of a Banandelion is orange, much like Banandelions in Donkey Kong Jungle Beat.

(Source: CometMedal)

Unused Power Star Texture

In-game Texture
You'd think one of these would be worth 5 Power Stars, but no SMG-BluePowerStarTexture.png

Power Stars have an unused texture for coloring their model blue, which is never used. Blue Power Stars might've been associated with the Blue Lumas, similar to how Red Lumas are associated with Red Power Stars and Green Lumas are associated with the Green Power Stars.

(Source: SPG64)

Unused Timed Ground Pound Switch Textures

Model Textures
SMG-TimedGroundPoundSwitch.png SMG-TimedGroundPoundSwitchTexture.png

The Timed Ground Pound Switch has largely unused texture sections. When activated, the base of the switch turns from yellow to red by using a strip of red from the normal Ground Pound Switch texture, which also features a starburst symbol that is not used on the model. The ! symbol on the switch also has a red background that goes unused on the switch itself.

(Source: CometMedal)

UV Wrap Grid in Octoomba Texture

SMG-OctoombaTexture.png

The texture for the Octoomba features a unique oddity not seen in textures for other models: a leftover UV wrap grid in the empty spaces. It is mirrored along the Y axis, suggesting only one side of the texture was drawn up, and then mirrored to evenly wrap around the model.

(Source: CometMedal)

Rainbow Mario/Luigi

The Rainbow Mario/Luigi state is referred to as "Metal" in the marioconst.h and luigiconst.h files from the Super Mario 3D All-Stars port:

// @start "ラッシュ"
		u16 mRacketHoldTime;                   // @ 1,20000,"ラケット有効フレーム",1200
		u16 mTornadoHoldTime;                  // @ 1,20000,"トルネード有効フレーム",1200
		u16 mMetalHoldTime;                    // @ 1,20000,"メタル(無敵)有効フレーム",1200
		u16 mFireModeTime;                     // @ 1,20000,"ファイア有効フレーム",1200
		u16 mIceModeTime;                      // @ 1,20000,"アイス有効フレーム",1200
// @end

This is also seen in a list of player states in Super Mario Galaxy 2's DOL.


(Source: Aurum)
(Source: Galaxy Master)

Placeholder GameCube Texture

GCN!

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.

Unused Particles

UFO Reflection

SMG-UFOReflectionParticle1.png SMG-UFOReflectionParticle2.png

Two images of a UFO can be found in Super Mario Galaxy's particles.jpc file. They are technically seen in-game during the first prologue cutscene, but considering said cutscene is a pre-rendered movie file, that leaves these images as leftovers from the cutscene creation and rendering process.

SMG-UFOReflectionCutscene.png


(Source: CometMedal)

Title Logo Sparkle

SMG-E3TitleSparkle.png

An unused sparkle particle can be found in particles.jpc, meant to be used on the game's title screen. According to the file's name, it was used in said screen for the E3 demo, only to be removed and replaced with imkira.tpl from LayoutData\Icon.arc in the final release. This particle can still be seen in early footage of the game.


(Source: CometMedal)

Unused Audio

Unused Music

Hmmm...
To do:
Add comparisons with final game's audio and OST, and filenames, offsets and internal names for all

BGM_IN_BUBBLE
A soothing sequenced track, apparently meant to be used when inside a bubble. While unused here, it was used in the E3 2006 Demo.

(Source: crediar)
Early/Unused Final/Used

SMG_ev_prolo03_strm.ast
A synthesized version of the airship theme can be found alongside the used prologue music. It has a brass-heavy fanfare intro. A very similar rendition appears in Super Mario 3D Land, possibly built off this one.

The airship theme, while orchestrated, does appear in the prologue, but it's a different file found with the cutscenes of the prologue (PrologueA.thp), and another file exists which is also used in stages in the playable parts of the prologue (SMG_ev_prolo05_strm.ast).

SMG_ev_prolo04_strm.ast
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, and there are differences between this and the final version.

Unused Sounds

E3 2006/GDC 2007 Final

The sound heard when a Star Bit was collected, as seen in the E3 2006 demo and GDC 2007 trailer, exists as SE_SY_CS_STAR_PIECE_GET, which can be found in sound effect bank B64kawa_0.aw, as sound 0x2E.


Amongst its Wii remote sound files, a sound of a tennis ball being hit by a tennis racket, CS_TENNIS, can be found.

This likely ties into the the unused tennis animations; however, it also might have been used at one point for the Deep Dark Galaxy's "Bubble Blastoff" mission, where the player needs to ground pound tennis balls into a watermelon at the end of the level to make it grow (which doesn't make too much sense, but hey, it's Mario Galaxy!)


SE_SY_NINTENDO_LOGO, found in the B65kawa_0.aw sound effect bank, is an unused voice clip of Mario shouting "Nintendo". The game likely displayed the Nintendo logo at startup at some point during its development, where this sound effect would have been played. Supporting this, many GameCube games do the same, and the scene where the Wii Remote strap screen is displayed is called LogoScene.

Hmmm...
To do:
Add clip, filename, and ID(s)

A voice clip of Cosmic Mario screaming is kept in the data of Super Mario Galaxy but is not used in-game. However, it is used in the sequel, when the Cosmic Clones get destroyed by reaching certain conditions to complete the level.

There are three sound effects related to red coins (which don't appear in the final game): SE_SY_RED_COIN, SE_SY_RED_COIN_APPEAR, and SE_SY_RED_COIN_COMPLETE. SE_SY_RED_COIN_APPEAR likely played when the red coins appeared, SE_SY_RED_COIN likely played upon collecting a red coin, and SE_SY_RED_COIN_COMPLETE likely played upon collecting every red coin.

SE_SY_RED_COIN is based on the red coin collection sound used in Super Mario Sunshine. A shorter version of it later became the Comet Medal sound effect in Super Mario Galaxy 2.

Unused Race

Cosmic Mario race data for the Space Junk Galaxy exists under the name GhostDataStarDustGalaxy, but a Cosmic Comet never orbits that galaxy. The cutscene before the race remains unfinished, and what's more is that there's no version for Luigi present (unlike the implemented races' data), suggesting that this mission was cut before Luigi's races were created.

Unused Missions

Castle Gardens

SMG-ProloguePeachCastleMission1.png SMG-ProloguePeachCastleMission2.png

The prologue level in which the player first begins, PeachCastleGardenGalaxy, has two unused missions. One lacks a name, and the other is simply "Peach's Castle". The existence of these missions implies the level may have been revisited at one point, but was eventually scrapped for Grand Finale Galaxy (PeachCastleFinalGalaxy). Although these mission entries exist in the game, the scenarios themselves don't, meaning the game will crash if they're accessed. To access them, a custom scenario and star must be added to the level.

(Source: CometMedal, photos by SPG64)

Bowser's Star Reactor

SMG-BowsersStarReactorMission2.png SMG-BowsersStarReactorMission3.png

Bowser's Star Reactor has two unused missions, which are inaccessible through normal means. Similarly to Castle Gardens, the entries exist while the scenarios do not, meaning a custom scenario must be created for the level or the game will crash. The second mission, Stopping the King of the Koopas, is a unique mission name that does not appear anywhere else in the game, but the third mission, The Fate of the Universe, is a name that's eventually reused for Bowser's Galaxy Reactor. This may suggest that, at one point, every Bowser mission took place in the same galaxy with each one being unlocked as the game progressed.

(Source: CometMedal (3rd Mission), SPG64 (2nd Mission, photos))

Unused Cameras

ReverseForestHomeZone

ReverseForestHomeZone has a camera created for Queen Bee in the Gold Leaf Galaxy, even though she never appears there.

Below on the left, you can see what the camera looks like when loaded by the game via hacking. It's sadly not very interesting. The location where the camera is placed is displayed in the right image (the coin represents the camera position and was added via level editing).

SMG1-UnusedQueenBeeCamera.png SMG-UnusedQueenBeeCameraEditorLocation.png

ReverseForestHomeZone also has a camera created for a Toad, even though not a single Toad appears in Gold Leaf Galaxy. The camera is relative, meaning that it follows the player's position. Below is what the camera looks like when loaded by the game via hacking; it shows Mario standing at the start of Gold Leaf Galaxy with the camera activated. It's not that bad when used at this area of the level.

SMG-UnusedToadCamera.png

There is an unused camera for a Star Bunny as well. They only appear in the first star of Gold Leaf, and none of them reference this camera. Similarly to the above Toad camera, this Star Bunny camera follows the player's position. Below is what the camera looks like when loaded by the game via hacking; it shows Mario standing at the start of Gold Leaf Galaxy with the camera activated. Apparently, the Star Bunnies would've had something to show us that would be to the left side of the stage.

SMG-UnusedStarBunnyCamera.png

HellProminenceGalaxy

This zone has some camera data that makes no sense as to why it's here. 6 cameras exist for a "Mischievous Rabbit", yet Melty Molten Galaxy does not have any rabbits at all. Camera #1 instantly takes the view into the middle-ish region of the giant lava ball seen in the level, but since you're viewing the lava ball from the inside, it will not appear due to Backface Culling.

SMG-UnusedTrickRabbitCamera01.png

Cameras #2, #3, & #4 are the exact same with the only difference being the number part of their ID. The camera type they use is programmed to follow an object, but since the target object isn't in the level anymore (which were probably the rabbits), the cameras decide to follow Mario instead. The behavior of these cameras is odd, as they're always rotated toward Mario's face...and they're very, very close...

SMG-UnusedTrickRabbitCamera02.png

Cameras #5 & #6 are also identical. These are normal cameras, but due to the nature of the level layouts, their view doesn't make much sense.

SMG-UnusedTrickRabbitCamera03.png

Besides the Rabbit cameras, there are other cameras that are leftovers from when the Topman tribe was located in Melty Molten Galaxy (before being moved to Dreadnaught as mentioned earlier on this page). The original Topmaniac (as shown in pre-release footage of Demo 2) had a spring on its head, so it's possible that these cameras were meant for Topmaniac instead of a normal Spring Topman. Via hacking, we can place a Spring Topman and give it the unused camera. As seen in the gif below, it functions correctly!

SMG-UnusedSpringBegomanCamera.gif (You may need to click the image to see the gif play)

There are also 6 more cameras that are targeted towards a "Begoman", but "Begoman" is not an object. "BegomanSpike", "BegomanSpring", "BegomanSpringHide", "BegomanBaby", and "BossBegoman" are all the Topman objects (excluding the internal base class that they all inherit from). 4 of the 6 Topman cameras are set up in a way that makes them usable by a Spring Topman, so we can see what they look like when used by a Spring Topman. For Cameras #1 & #2, the only difference from the previously mentioned Spring Topman cameras is that the amount of time the cameras are active for is set to 0 instead of 1200. It's a slight difference, but certainly noticeable when comparing the two. Cameras #3 & #4 are identical to the previously mentioned Spring Topman cameras.

SMG-UnusedSpringBegomanCamera.gif SMG-UnusedBegomanCamera-Used-By-SpringBegoman.gif (For an easier time comparing, the two cameras have been placed side by side. Left is the previously mentioned Spring Begoman Camera and right is Cameras #1 & #2. You may need to click on the images to see them play).

Camera #5 is the least interesting, as all it does is freeze the camera in the last position it was in before it activated (it will rotate around to follow the player, but it will not move its position). But Camera #6 is where it's AT! It's a planet camera, so depending on where the player is standing, the camera will try to have the center of the planet on-screen as well. The center of the planet is defined as 0,0,0 (x,y,z) which is in the middle-ish of the giant lava ball. (It's worth noting that these coordinates are the same for Camera #2 and Camera #4.) You can see an example of Camera #6 below.

SMG-Unused BegomanWonderPlanetCamera.png


(Source: Super Hackio)

Unused Object Parameters

Hmmm...
To do:
  • Maybe take pictures of the other unused settings?

Bubble Shape

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.

SMG1-UnusedCubeBubble.png SMG1-UnusedDiamondBubble.png

Magikoopa Fireball Split

There's an unused setting for Magikoopas that causes their fire spells to act like Kamella's, splitting into multiple fireballs instead of just one. It can create two or three, depending on the parameter given. This setting was even retained in Super Mario Galaxy 2 as well, suggesting their data was simply ported over.

Boo Items

Obj_arg0 determines which item is housed in a Boo. Many different items can be put inside a Boo, but coins (ID 0), keys (ID 6), and Power Stars (ID 7) are the only ones used in the game.

Value Object
-1 Nothing
0 Coin (used)
1 Blue Toad
2 Sling Star
3 Launch Star
4 Star Bits
5 Luma
6 Key (used)
7 Power Star (used)
8 1-Up Mushroom
9 Goomba
10 Blue Star Chip
11 Star Chip
12 Silver Star
13 Grand Star (crashes)
14 Life Mushroom
(Source: Super Hackio (Images))

Blue Koopa

Obj_arg0 determines how a Koopa is colored. ID 3 changes it to blue, which isn't normally used in the final game. Cosmic Mario uses a Blue Koopa Shell in the Sea Slide Galaxy Race, but we never see it walking around.

Empty Red Launch Star

In-game Texture
SMG-Empty Red Launch Star.png SMG-SpinDriverE.png

Inside the SuperSpinDriverEmpty model, which is the transparent model for the Green Launch Star before you get the 3 Green Stars, there's an unseen texture for a red variant. This suggests that red launch stars were planned for this game.


(Source: Evanbowl)

Purple Luma

SMG-PurpleLuma.png

Some code exists in the files to have a lavender-colored Luma. The Luma will be lavender if Obj_arg0 is set to 4.

Lil' Brrr and Lil' Cinder Behavior

Both enemies have two unused settings: they'll jump if Obj_arg0 is set to 1 or simply appear from the ground if it's set to 2.

Marble Planet's Marbles

Marble Planet from SMG1

There is an unused setting for the Marble Planet from Deep Dark Galaxy that allows you to change the number of marbles inside the planet. The number is defined by Obj_arg0.


(Source: Xandog)

Unused Object Behaviors

Topman/Spring Topman

Hmmm...
To do:
Add the unused sound effect?
  • If it falls into the lava, it creates a splash effect and plays the "Topman short-circuiting" sound.
  • If it gets submerged in water, it disappears 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.


(Source: MeTheMarioMan (Topman defeating enemies))
(others: Original TCRF research)

Ice Mario's Unused Attack

Ice Mario has an attack that freezes Octoombas, which goes unused as Ice Flowers never appear in a range of Octoombas. Upon spin attacking an Octoomba as Ice Mario, the Octoomba turns into the otherwise unused IceBox object. This object behaves identically to the SpinningBox object that appears in Gold Leaf Galaxy's first mission. Sometimes, the attack causes Mario to clip through the ground. This attack was removed from Super Mario Galaxy 2.

This may be a remnant of Ice Mario initially being able to freeze enemies, similar to how he attacks them as Fire Mario. New Super Mario Bros. Wii's version of Ice Mario can utilize this concept by throwing ice balls at enemies.

Octoomba and Ice Mario.png SMG Ice Mario's Attack.png Ice Box Clip.png SMG Spinning Box.png


(Source: SPG64)

Removed Objects

Hmmm...
To do:
Add the Japanese names.

Several 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 (all of which lack the corresponding model files). 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 (implied to be a galaxy where Bowser Jr. is encountered) and MiniTriLegLv2Galaxy.

Removed Planets

There are two cut planets for Rolling Gizmo Galaxy named TmakoroPlanetA and TmakoroPlanetB; all that remains of these objects are entries in the Object Name Table.

Megaleg 2

As seen in the Galaxy selection 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.

Unknown

All that remains of these objects are entries in the Object Name Table; their exact purpose is unknown.

Internal Name Translation
BossKameckPattarn Kamella - Pattern
BossKameck2Pattarn Kamella 2 - Pattern
BaoBaboo ?
BindEndCube ?
CoinBlue Coin - Blue
FruitBallDPD Fruit Ball - Wii Remote
GravityDust Gravity Dust
MakerSpinDriver Marker/Maker(?) - Sling Star
MarkerSuperSpinDriver Marker/Maker(?) - Launch Star
StarDustBridgeA Space Junk Galaxy - Bridge A
TripodBossRailMoveParts Megaleg - Rail-controlled Object

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.

(Source: Crashdance22 and SSL)

Captain Toad oddity in Sweet Sweet

In Sweet Sweet Galaxy, Captain Toad says "Hey! We're going back!". However, he is not in his Toad Brigade Uniform, which does not happen anywhere else in the game.

(Source: SPG64 and Xandog)

Super Mario Sunshine Leftovers

It seems reasonable that a few models from the previous 3D Mario game would be left in.

SunshineMario

SMG-MarioSunshineModel.png
Mario from Super Mario Sunshine, along with four animations: jump, run, swim, and wait.

FruitsBoatB

Super Mario Galaxy textures Super Mario Sunshine textures
SMG-B ship2.png
SMS-B ship2.png

Interestingly, the texture sheet was scaled to 50%, the steering wheel was touched up, and the space between textures was greatly reduced. Additionally, the textures render slightly better on the Super Mario Galaxy boat model due to the texture filters being removed from Galaxy's boat model.

PeachHair

SMG-PeachHair.png
Princess Peach's hair in a ponytail, referred to as "peach_hair_ponytail" in Super Mario Sunshine.

Jungle Beat Leftovers

Many models from Donkey Kong Jungle Beat can be found with their associated animations and files in the game's model folder. Both Jungle Beat and Galaxy were developed by the same branch of Nintendo EAD, and 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.

  • Bakky - The normal bat enemy.

SMG-Bakky.png

  • Bee - The weird bee enemy. It is similar in design to Choppah, the flying green enemy added in Super Mario Galaxy 2.

SMG-UnusedBee.png

  • 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.

SMG-BlackMistCreature.png

  • CocoPig - The pig enemy that throws coconuts.

SMG-CocoPig.png

  • CocoTree - The coconut tree used by CocoPig.

SMG-UnusedCoconutTree.png

  • CrestModel - The crests collected at the end of every kingdom.

SMG-CrestModel.png

  • IceBall - The ice ball projectiles thrown by CocoPig.

SMG-IceBall.png

  • KarikariIce - The ice that encases Donkey Kong when hit by an ice enemy. The model's original name is IceDamageIce, and is mostly the same, besides a very slight change to the material's texture scale setting. The new name connects it to the unused KariKariFreeze model, suggesting an intent to repurpose it somehow.

SMG-KarikariIce.png

  • 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.

SMG NeckDragon.png

  • 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 ObjectData file itself does not seem to be used.
  • OpeningCeremonySky - The background for the game's intro level.

SMG-OpeningCeremonySky.png

  • 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.
  • SlidingRope - The texture for sliding vines, but specifically the Banshee Swamp version.

SMG-SlidingRope.png

  • SpringFlower - A flower that launches DK through the air.
  • ThrowKikki - The helper monkeys that hang from tiny trees and throw DK around.

Helper Monkey SMG.png

  • 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. It is probably short for "Super Mario Revolution", as "Revolution" is the Wii's internal project name.

(Source: Original TCRF research)

Leftover Source Files

Two C++ header files (.h) can also be found, in the Super Mario 3D All-Stars Port.

ObjectData/DemoMario.arc/demomario.xnim

The DemoMario archive contains the file demomario.xnim, an XML file from development, created on January 11, 2006, at 6:52 PM by Takeshi Hayakawa (hayakat), the game's lead programmer, and generated by Resarc version 1.5.3, most likely Nintendo's tool for creating RARC archives. The Japanese comment translates to "Correspondence information with index and resource file's path name".

<?xml version="1.0" encoding="Shift_JIS" ?> 
<nim>
	<head>
		<create user="hayakat" host="" date="2006-01-11T18:52:56" source="Resource\dvdroot\ObjectData\DemoMario.arc" />
		<title>DemoMario.xnim</title>
		<comment>インデックスとリソースファイルのパス名との対応情報</comment>
		<generator name="Resarc" version="1.5.3" />
	</head>
	<body>
		<group name="demomario">
			<name id="0">demomario/demomario.bmd</name>
			<name id="1">demomario/wait.bck</name>
			<name id="2">demomario/walk.bck</name>
		</group>
	</body>
</nim>

Interestingly, the file references the BMD model format, the first revision of the J3D engine's model format. Galaxy does not use this format for its models, instead using the BDL format first introduced in The Legend of Zelda: The Wind Waker. This suggests that, at the time of this file's creation, the game was still using the BMD format used by its predecessor.


(translation: CometMedal)

ObjectData/BathtubPlanet.arc/jmap.ini

/ObjectData/BathtubPlanet.arc contains the file jmap.ini:

[WINDOW0]
LEFT=129
TOP=0
WIDTH=508
HEIGHT=589
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[WINDOW1]
LEFT=691
TOP=96
WIDTH=546
HEIGHT=763
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[WINDOW2]
LEFT=128
TOP=589
WIDTH=565
HEIGHT=269
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[WINDOW3]
LEFT=637
TOP=-1
WIDTH=600
HEIGHT=590
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[WINDOW4]
LEFT=0
TOP=0
WIDTH=128
HEIGHT=456
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[WINDOW5]
LEFT=0
TOP=457
WIDTH=128
HEIGHT=197
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[WINDOW6]
LEFT=1
TOP=655
WIDTH=128
HEIGHT=168
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[WINDOW]
LEFT=33
TOP=42
WIDTH=1248
HEIGHT=952
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[WINDOW8]
LEFT=2
TOP=88
WIDTH=134
HEIGHT=103
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[WINDOW9]
LEFT=2
TOP=200
WIDTH=134
HEIGHT=142
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[WINDOWA]
LEFT=2
TOP=88
WIDTH=111
HEIGHT=67
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[WINDOWB]
LEFT=584
TOP=448
WIDTH=-1056
HEIGHT=-739
NWIDTH=0
NHEIGHT=0
STATUS=NRM
[LIST_Multi]
LEFT=0
TOP=0
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=0
[LIST_Link]
LEFT=0
TOP=0
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=0
[LIST_Layer]
LEFT=0
TOP=0
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=0
[LIST_Stage]
LEFT=0
TOP=0
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=0
[LIST_Group]
LEFT=268
TOP=232
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=0
[LIST_Polygon]
LEFT=1468
TOP=520
WIDTH=512
HEIGHT=384
SORTITEM=15
SORTFLAG=1
LAYERLIST=0
[LIST_CommonPath]
LEFT=1940
TOP=585
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=1
LAYERLIST=1
[LIST_CommonPathPoint]
LEFT=1916
TOP=173
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=1
[LIST_GroupObj]
LEFT=1949
TOP=585
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=1
[LIST_Tag]
LEFT=0
TOP=0
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=0
[LIST_Start]
LEFT=1538
TOP=274
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=1
[LIST_Obj]
LEFT=1365
TOP=33
WIDTH=1184
HEIGHT=547
SORTITEM=2
SORTFLAG=0
LAYERLIST=1
[LIST_AreaObj]
LEFT=1396
TOP=586
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=1
[LIST_MapParts]
LEFT=1346
TOP=558
WIDTH=792
HEIGHT=457
SORTITEM=0
SORTFLAG=1
LAYERLIST=1
[LIST_PlanetObj]
LEFT=1475
TOP=351
WIDTH=991
HEIGHT=379
SORTITEM=0
SORTFLAG=0
LAYERLIST=1
[LIST_CameraCube]
LEFT=1467
TOP=242
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=1
[LIST_Sound]
LEFT=0
TOP=0
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=0
[LIST_Light]
LEFT=1414
TOP=466
WIDTH=512
HEIGHT=384
SORTITEM=0
SORTFLAG=0
LAYERLIST=1
[CDIR]
CDIR=D:\data
CSVPATH=@
BATPATH=
[BATCH]
PATH00=
PATH01=
PATH02=
PATH03=
PATH04=
PATH05=
PATH06=
PATH07=
PATH08=
PATH09=
PATH10=
PATH11=
PATH12=
PATH13=
PATH14=
PATH15=
PATH16=
PATH17=
PATH18=
PATH19=
PATH20=
PATH21=
PATH22=
PATH23=
PATH24=
PATH25=
PATH26=
PATH27=
PATH28=
PATH29=
PATH30=
PATH31=
PATH32=
PATH33=
PATH34=
PATH35=
PATH36=
PATH37=
PATH38=
PATH39=
PATH40=
PATH41=
PATH42=
PATH43=
PATH44=
PATH45=
PATH46=
PATH47=
PATH48=
PATH49=
PATH50=
PATH51=
PATH52=
PATH53=
PATH54=
PATH55=
PATH56=
PATH57=
PATH58=
PATH59=
PATH60=
PATH61=
PATH62=
PATH63=
PATH64=
PATH65=
PATH66=
PATH67=
PATH68=
PATH69=
PATH70=
PATH71=
PATH72=
PATH73=
PATH74=
PATH75=
PATH76=
PATH77=
PATH78=
PATH79=
PATH80=
PATH81=
PATH82=
PATH83=
PATH84=
PATH85=
PATH86=
PATH87=
PATH88=
PATH89=
PATH90=
PATH91=
PATH92=
PATH93=
PATH94=
PATH95=
PATH96=
PATH97=
PATH98=
PATH99=
PATHA0=
PATHA1=
PATHA2=
PATHA3=
PATHA4=
PATHA5=
PATHA6=
PATHA7=
PATHA8=
PATHA9=
PATHB0=
PATHB1=
PATHB2=
PATHB3=
PATHB4=
PATHB5=
PATHB6=
PATHB7=
PATHB8=
PATHB9=
PATHC0=
PATHC1=
PATHC2=
PATHC3=
PATHC4=
PATHC5=
PATHC6=
PATHC7=
PATHC8=
PATHC9=
PATHD0=
PATHD1=
PATHD2=
PATHD3=
PATHD4=
PATHD5=
PATHD6=
PATHD7=
PATHD8=
PATHD9=
PATHE0=
PATHE1=
PATHE2=
PATHE3=
PATHE4=
PATHE5=
PATHE6=
PATHE7=
PATHE8=
PATHE9=
PATHF0=
PATHF1=
PATHF2=
PATHF3=
PATHF4=
PATHF5=
PATHF6=
PATHF7=
PATHF8=
PATHF9=
PATH0_=0
PATH1_=0
PATH2_=0
PATH3_=0
PATH4_=0
PATH5_=0
PATH6_=0
PATH7_=0
PATH8_=0
PATH9_=0
PATHA_=0
PATHB_=0
PATHC_=0
PATHD_=0
PATHE_=0
PATHF_=0
[OPTION]
RAISE=0
FACCESS=0
BACKFILE=0
METER=0
DISP=-534818685
DISP2=17301509
KEYCONFIG=50
CRFLT=0
CRCHK=0
CRLOG=0
CAMERA=1
WHEELSPEED=100
CAMLOCX=-90.000000
CAMLOCY=2.000000
CAMLOCZ=0.000000
CAMDIST=1400.000000
CAMINSX=0.000000
CAMINSY=0.000000
CAMINSZ=0.000000
CAMTRSX=0.000000
CAMTRSY=0.000000
CAMTRSZ=0.000000
CAMTHTX=0
CAMTHTY=0
PLCOLORS=0
BRUSHNUMBER=0
OBJROTPOLY=0
RAILMAGNIFY=100
LAYEROPTION=0
LAYERCOPYOPT=0
EDGESELECT=129
AXIS3EDIT=1
AXISMODE=1
AXISLOCAL=1
AXISAMAG=1.000000
AXISLMAG=32.000000
LINEWIDTH=1.000000
POLYWIDTH=1.000000
BMDMAGOBJ=1.000000
BMDMAGPOL=1.000000
BMDTEXOPT=0
BMDPRIO=10
[GRID]
DX=100.000000
DY=100.000000
DZ=100.000000
OX=0.000000
OY=0.000000
OZ=0.000000
AXIS=7
EX=1000.000000
EY=1000.000000
EZ=1000.000000
PX=0.000000
PY=0.000000
PZ=0.000000
[PLACED]
LEFT=1552
TOP=495
WIDTH=501
HEIGHT=355
[POLYINFO]
LEFT=-999
TOP=-999
WIDTH=-999
HEIGHT=-999
[BMPOUTINFO]
MAPSIZEX=0.000000
MAPSIZEZ=0.000000
MAPOUTX=16
MAPOUTZ=16
[CUSTOMCOLOR]
C00=16746751
C01=16777096
C02=8978431
C03=16777215
C04=16742144
C05=65280
C06=16711680
C07=60928
C08=255
C09=8947848
C10=16764023
C11=4473924
C12=14522777
C13=4495752
[SHORTCUTMENU]
OPENFLAG=AAAAAAAA
[LAYER]
ACTIVE=0
COPYX=0.000000
COPYY=0.000000
COPYZ=0.000000
[RAIL]
ACTIVE=CommonPath
[FHISTORY]
0=\\jcsnas2\gcdonkey$\MarioRV\MapTool\StageData\TrialProduct01\R00_tool.jmp
1=\\jcsnas2\gcdonkey$\MarioRV\MapTool\StageData\TrialProduct00\R00_tool.jmp
2=\\jcsnas2\gcdonkey$\MarioRV\MapTool\StageData\TestSpiralMap\R00_tool.jmp
3=\\jcsnas2\gcdonkey$\MarioRV\MapTool\StageData\SnowAndPeachSlider\R00_tool.jmp

This is the only occurrence of such a file in either game. The [FHISTORY] section is of interest. It appears to list paths to map files within the game's development repository, likely each map BathtubPlanet was used in. One of the directories listed in these paths appears to indicate the name of Nintendo's level editor, MapTool. Amusingly, gcdonkey also appears, as Super Mario Galaxy was built directly off EAD Tokyo's previous title, Donkey Kong Jungle Beat.

(Source: Master Luma)

Unused Cutscene Data

Various in-game cutscenes use timeline-like tables, all of which are included at once in the DemoSheet.arc archive. Some unused cutscenes from testing or scrapped zones can be found here:

Cutscene Name Notes
demotest0 Shows Mario doing the following 3 animations at an interval of about 2 seconds:
-Walk
-Jump
-First Person (makes Mario transparent)

The camera is fixed meanwhile on an object called "沸いてくる水" (Sprinkling Water) which seem to no longer exist in the files or was given a different name.

demotest1 Empty
moviedemotest Shows Mario doing a kick animation. 2 seconds later a Toad activates a switch while in his sleep animation.
demodemo Many duplicates of a scene showing a Capsule Cage disappearing.
demdemo2
undefined
takeuchitest

Unused Pointer Blur Colors

In the game's code are two unused values for coloring the star pointer blur (seen when moving the pointer) as green and orange, presumably for a third and fourth player.


(Source: Zyphro)

Empty Directories

The root of the game's filesystem contains some unused, empty directories:

  • AllTargetAddressMap - At one point contained symbols. In the Chinese NVIDIA Shield port, the symbols for the Wii versions in every region are present.
  • AllTargetModuleData - Contained symbols for modules. These are present in the Chinese NVIDIA Shield Port.
  • Debug - Contains build information and a debug font in Photos with Mario. The Super Mario 3D All-Stars port contains two identical archives /StationedData/DEBUG.arc and /StationedData/DEBUG.zst; the contents of these archives are possibly what this directory originally contained.
  • MapPartsData - May have contained files related to MapPart objects. There is (effectively unused) code that checks for an object's data in here if it can't find it in the (used) ObjectData folder. 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.
(MapPartsData-checking code: Aurum)

Crash Debugger

You can enable a debugger screen to appear when the game crashes by using one of the following codes:

Riivolution patch

<memory offset="0x8039AA2C" value="60000000" original="98040068" target="E"/>
<memory offset="0x8039AAF0" value="60000000" original="4082FFB8" target="E"/>
<memory offset="0x804A432C" value="60000000" original="48000160" target="E"/>

<memory offset="0x8039AA48" value="60000000" original="98040068" target="P"/>
<memory offset="0x8039AB0C" value="60000000" original="4082FFB8" target="P"/>
<memory offset="0x804A432C" value="60000000" original="48000160" target="P"/>

<memory offset="0x8039AA2C" value="60000000" original="98040068" target="J"/>
<memory offset="0x8039AAF0" value="60000000" original="4082FFB8" target="J"/>
<memory offset="0x804A430C" value="60000000" original="48000160" target="J"/>

<memory offset="0x8039BF80" value="60000000" original="98040068" target="K"/>
<memory offset="0x8039C044" value="60000000" original="4082FFB8" target="K"/>
<memory offset="0x804A656C" value="60000000" original="48000160" target="K"/>

Note: The "original" attributes don't need to be watched to create a functioning code - this is just to avoid conflict between the different game regions when all four regional codes are used in riivolution at the same time. The "target" attributes are for the riivo2dolphin tool to specify the game region.


(making original USA and Korean codes: shibboleet)
(porting codes to Japan and Europe: Zyphro)

Regional Differences

Title Screen

Japanese American/European Korean Chinese
SMG Title JP.PNG SMG Title.PNG SMG Title KO.PNG SMG Title CN.PNG

The Japanese version's title screen has the game's title in Japanese under the logo itself. The Korean logo was changed completely to accommodate the game's different title, and the copyright information was updated as well. The Chinese version uses the same information but changes the font from New Rodin to the Chinese font 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).

Save Banner

International Korean
SMG-JP US EU save banner.png SMG-KO save banner.png

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; the original audio was (poorly) spliced with a piece of one of Mario's long jump voice clips (the one where Mario says "whee!").

International Korean

"Super LUIGI Galaxy!"

Like the Wii Menu audio, the sound clip that plays when Luigi is unlocked was altered to reflect the game's Korean title. The original line - "Super LUIGI Galaxy!" - was changed to "Super LUIGI Wii!" in the Korean version. Another sloppy edit; this one even clips enough to distort the audio!

International Korean

Subtitle Font

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.

Star Get!

The Japanese version of the game announces "STAR GET !" or "GRAND STAR GET !" (with a space between the word "GET" and the exclamation point) when a Star or Grand Star is collected, respectively. In the English version, the grammar and capitalization were cleaned up to read "You got a Star!" and "You got a Grand Star!". However, 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. It didn't do anything else.

Japanese/Korean English Chinese
SuperMarioGalaxy-RegionDifferences-StarGet-JP.png SuperMarioGalaxy-RegionDifferences-StarGet-EN.png SuperMarioGalaxy-RegionDifferences-StarGet-CN.png
SuperMarioGalaxy-RegionDifferences-GrandStarGet-JP.png SuperMarioGalaxy-RegionDifferences-GrandStarGet-EN.png SuperMarioGalaxy-RegionDifferences-GrandStarGet-CN.png


(Source: Themushroomkingdom.net)

Miss!

Just like the star messages, the original Japanese version has the word "MISS!" appear when a life is lost. The English version changes it to "TOO BAD!". Like the previously mentioned star messages, this change was reverted for the Korean version. This same change occurred in Super Mario Sunshine, where "MISS!" was changed to "TOO BAD!" for the English version.

Japanese/Korean English Chinese
SuperMarioGalaxy-RegionDifferences-Miss-JP.png SuperMarioGalaxy-RegionDifferences-Miss-EN.png SuperMarioGalaxy-RegionDifferences-Miss-CN.png

Finishing a Mission

Hmmm...
To do:
Info on the other versions?
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

The summary text displayed after finishing a mission differs between the American and European versions. In American language versions, the "You Got a Star!" text is white, the mission name is yellow and the galaxy name is pink. In European language versions, all of the colors are white.

American European
SMG Star Summary (US).png SMG Star Summary (EU).png

Rosalina's Father

In the final chapter of Rosalina's storybook, in the Japanese, Korean, French, and Spanish versions on one of the pages, the line mentions Rosalina's father while the other versions do not.

French European Spanish English
Rosalinasfather(FR).jpg Rosalinasfather(ES).png Rosalinasfather(EN).png
French Translation English
Fermant les yeux, la fillette se remémora sa petite planète enveloppée d'une douce lumière. 
"Mais j'aimerais bien, une fois tous les cent ans, retourner sur ma planète bleue, et m'assoupir sur les genoux de mon papa en caressant cette moustache qui fait sa fierté."
Closing her eyes, the girl remembered her little planet shrouded in soft light. 
"But I would like, once every hundred years, to return to my blue planet, and doze off on my daddy's lap, stroking that mustache he is proud of."
That night, when the girl lay down to sleep, a soft light enveloped her and reminded her of the blue planet she once called home.
"But it would be nice to return home once every hundred years to nap in my favorite sleeping nook."
European Spanish Translation
La chica cerró los ojos y pensó con fuerza en aquella estrella azul rodeada de brillo intenso. 

―Al menos, me gustaría volver allí cada cierto tiempo para tocarle la barba a mi padre y dormir sin nada que temer.
The girl closed her eyes and thought deeply about that blue star, surrounded in a bright glow.

"At the very least, I'd like to go back there every so often to touch my father's beard and sleep with nothing to fear."
Japanese Translation
女の子は、目を閉じて、やわらかい光に包まれたあの青い星を思いました。

「でも、百年に一度くらいは、あの青い星に帰ってパパの、自慢のおヒゲにさわりながら温かいひざの上で、うとうとお昼寝したいわ。」
The girl closed her eyes and thought of that blue planet, bathed in its gentle light. 

"But, every hundred years or so, I'd like to return to the blue planet, and doze off on my papa's warm lap as I stroke his prized mustache."
Korean Translation
여자 아이는 눈을 감고 포근한 빛으로 쌓였을 파란 별을 생각했습니다. 

「하지만 백 년에 한 번 은 파란 별로 돌아가서 아빠의 수염을 만지면서 따뜻한 무릎 위에서 꾸벅꾸벅 낮잠 자고 싶어.」
The girl closed her eyes and thought of the blue star, which was sure to have been wrapped in a gentle light.

"But every hundred years, I want to go back to the blue star, touch my father's mustache, and take a relaxing nap on his warm lap."