Super Mario Galaxy
|Super Mario Galaxy|
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.
- 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 Super Mario Sunshine Leftovers
- 15 Jungle Beat Leftovers
- 16 Internal Project Name
- 17 Uncompiled Display List
- 18 Empty Directories
- 19 Crash Debugger
- 20 Regional Differences
| Unused Animations|
Mario Tennis Galaxy?
| Unused Objects|
| 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.
| 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 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 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 highly possible 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 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 is possible that it's 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.
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 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
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.
Air Bubble Generator
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|
Banandelions, known 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
Power Stars have an unused texture meant to color their model blue, which is never used or seen in-game. It's possible that it would've been associated with the Blue Lumas, similar to how Red Lumas are associated with the Red Power Star and Green Lumas with the Green Power Stars.
Unused Timed Ground Pound Switch Textures
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.
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.
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.
Add the final audio for comparison, ripped from the videos and/or from the OST.
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 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).
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.
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.
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!)
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.
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 imply 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. In order 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.
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 a relative camera, 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.
This zone has some camera data that makes no sense as to why it's here. There are 6 cameras that 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 towards 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 really 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 showed 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!
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
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.
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 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
- 13 = Unknown (game crashes)
- 14 = Life Mushroom
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
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.
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
Add the unused sound effect?
- If it falls into 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.
Add the Japanese names.
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 (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 and MiniTriLegLv2Galaxy.
There are two cut planets for Rolling Gizmo Galaxy named TamakoroPlanetA and TamakoroPlanetB; all that remains of these objects are entries in the Object Name Table.
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.
All that remains of these objects are entries in the Object Name Table; their exact purpose is unknown.
|BossKameckPattarn||Kamella - Pattern|
|BossKameck2Pattarn||Kamella 2 - Pattern|
|CoinBlue||Coin - Blue|
|FruitBallDPD||Fruit Ball - Wii Remote|
|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.
Super Mario Sunshine Leftovers
It seems reasonable that a few models from the previous 3D Mario game would be left in. Here we have SunshineMario, FruitsBoatB (which even goes unused in Super Mario Sunshine), and PeachHair.
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.
- CrestModel - The crests collected at the end of every kingdom.
- FlameGun - This one actually works in game; it shoots invisible fire! (OK, maybe the fire model just wasn't included, but it still works)!
- 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.
- 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. It is probably short for "Super Mario Revolution", as "Revolution" is the Wii's internal project name.
Uncompiled Display List
Possible meaning of hayakat.
The DemoMario archive has an xml file from development, with the extension of xnim, assumedly created on January 1st of 2006 at 6:52 PM by hayakat and generated by Resarc version 1.5.3, most likely an archiving tool.
<?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>
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.
- 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.
You can enable a debugger screen to appear when the game crashes by using one of the following codes:
<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.
The Japanese version's title screen has the game's title under the logo (in Japanese, obviously). 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 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).
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!").
The Japanese version of the game announces "STAR GET!" when a Star is collected, and "GRAND STAR GET!" when a Grand Star is collected. In the English version, the grammar and capitalization was 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).
The Japanese Super Mario Galaxy displays "MISS!" when the player loses a life, but in the English version, this was changed to "TOO BAD!". Like the previously mentioned star messages, this change was reverted for the Korean version. And again like the star messages, this same change occurred in Super Mario Sunshine, where "MISS!" was changed to "TOO BAD!" for the English version.
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.
Finishing a Mission
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.
Apparently the Japanese and Korean versions have this too.
In the final chapter of Rosalina's storybook, in the French version on one of the pages, the line mentions Rosalina's father while the other versions do not.
Fermant les yeux, la fillette se remémora sa petite planète enveloppée d'une douce lumière. "Mas j'aimerais bein, 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."