Super Mario Galaxy
Super Mario Galaxy |
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Also known as: Super Mario Wii: Galaxy Adventure (KR) This game has unused animations. This game has a prerelease article 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, 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.
To do:
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This page is loooong... Consider grouping related content into additional subpages to ease readability. |
Contents
- 1 Sub-Pages
- 2 Character Design Changes
- 3 Object Design Changes
- 4 Placeholder GameCube Texture
- 5 Unused Particles
- 6 Unused Audio
- 7 Unused Race
- 8 Unused Missions
- 9 Unused Cameras
- 10 Unused Object Parameters
- 11 Unused Object Behaviors
- 12 Removed Objects
- 13 Sign Behind the Door
- 14 Captain Toad oddity in Sweet Sweet
- 15 Super Mario Sunshine Leftovers
- 16 Jungle Beat Leftovers
- 17 Internal Project Name
- 18 Leftover Source Files
- 19 Unused Cutscene Data
- 20 Unused Pointer Blur Colors
- 21 Empty Directories
- 22 Crash Debugger
- 23 Regional Differences
Sub-Pages
Prerelease Info |
Notes |
Resources
Unused Animations Mario Tennis Galaxy? |
Unused Objects UFO sighted! |
Unused Models This game has a lot of them. |
Unused Zones The lost levels. |
Removed Time Attack Mode Gotta spin fast. |
Unused Particle Data Little particles of unused data. |
Unused Light Data Shining some light on unused LightData. |
Level Design Changes The cycle of level design never repeats itself in quite the same way. |
Version Differences
Chinese NVIDIA Shield Port The version that was brought to the NVIDIA Shield in 2018. |
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.
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.
Air Bubble Generator
Texture | Model |
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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.
Banandelion's True Colors
Banandelion w/ Shaders | Banandelion w/o Shaders |
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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.
Unused Power Star Texture
In-game | Texture |
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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.
Unused Timed Ground Pound Switch Textures
Model | Textures |
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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.
UV Wrap Grid in Octoomba Texture
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.
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.
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.
Unused Particles
UFO Reflection
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.
Title Logo Sparkle
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.
Unused Audio
Unused Music
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.
Early/Unused | Final/Used |
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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 |
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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.
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
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.
Bowser's Star Reactor
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.
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).
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.
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.
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.
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...
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.
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!
(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.
(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.
Unused Object Parameters
To do:
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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.
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 |
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-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 |
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 |
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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.
Purple Luma
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
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.
Unused Object Behaviors
Topman/Spring Topman
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.
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.
Removed Objects
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 |
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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.
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.
Super Mario Sunshine Leftovers
It seems reasonable that a few models from the previous 3D Mario game would be left in.
SunshineMario
Mario from Super Mario Sunshine, along with four animations: jump, run, swim, and wait.
FruitsBoatB
Super Mario Galaxy textures | Super Mario Sunshine textures |
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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
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.
- 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.
- CocoTree - The coconut tree used by CocoPig.
- CrestModel - The crests collected at the end of every kingdom.
- IceBall - The ice ball projectiles thrown by CocoPig.
- 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.
- 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 ObjectData file itself does not seem to be used.
- OpeningCeremonySky - The background for the game's intro level.
- 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.
- 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. It is probably short for "Super Mario Revolution", as "Revolution" is the Wii's internal project name.
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.
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.
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.
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.
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.
Regional Differences
Title Screen
Japanese | American/European | Korean | Chinese |
---|---|---|---|
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 |
---|---|
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 |
---|---|---|
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 |
---|---|---|
Finishing a Mission
To do: Info on the other versions? |
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 |
---|---|
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 |
---|---|---|
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."
|
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