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Super Mario Galaxy 2/Unused Stage Features

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This is a sub-page of Super Mario Galaxy 2.

Hmmm...
To do:
  • Early RabbitSkateTestZone structure based on RecoveryFloorControlArea's function
  • Removed BuryLand cutscene in MarioFaceShipZone


Starship Mario

SMG2starshipDestroyed-Visible1.png SMG2starshipDestroyed-Visible2.png

The destroyed version of Starship Mario (shown above), seen only after getting the first star in Sky Station Galaxy, can not be explored in-game as it is only seen in a cutscene. Despite this, it has full collision data, strongly suggesting Mario was meant to be able to walk around it at some point. Below are screenshots of the collision model, color-coded with the floor codes. The dark blue is floor type "no slip", and the light blue is "normal".

SMG2starshipDestroyed-CollisionFloor1.png SMG2starshipDestroyed-CollisionFloor2.png

The collision model also has wall codes set, but they're all set to the same value of "normal", so that's not interesting to look at. What is interesting, though, is the sound codes. Below are a few more screenshots of the collision model, this time, color-coded with the sound codes. The brown is sound type "soil", the green is "lawn", the light gray is "stone", and the darker gray pillar is "wood (thick)".

SMG2starshipDestroyed-CollisionSound1.png SMG2starshipDestroyed-CollisionSound2.png SMG2starshipDestroyed-CollisionSound3.png

(Source: HEYimHeroic)

Sky Station Galaxy

SMG2-Sky Station UnusedLaunch.png

There is an unused Launch Star in Sky Station Galaxy way out into space, which is assigned an unused path. It cannot be seen in gameplay as it is spawned using a switch, and no objects in the level are assigned said switch.

(Source: AcingGames)

Yoshi Star Galaxy

SMG2-Yoshi Star UnusedLaunch.png

Yoshi Star Galaxy features the only unused Pink Launch Star in both of the games, located on the watery part of the first planet. It is assigned a path that leads to death, and is activated with a switch that doesn't exist in the level. This likely means Yoshi Star Galaxy was planned to have a Hungry Luma secret star. Interestingly, there is another unused path that leads to the same point as the Pink Launch Star does, but the path starts at the first mission's first Launch Star spawn point.

Boulder Bowl Galaxy

SuperMarioGalaxy2-Fenceinplanet.PNG

There is a fence placed down inside the second planet, which can only be seen with a level editor.

(Source: SSL)

Puzzle Plank Galaxy

The wooden tree planet for returning boss Bugaboom still has the splines used for the giant flowers in the first game, indicating that the entire zone was ported rather than just creating a new one.

(Source: SunakazeKun)

Honeybloom Galaxy

SMGalaxy2StartPoint901.png

There is an unused starting point (#901) in Honeybloom Galaxy. It is located in mid-air, just before the first Star.

(Source: MrRean)

Tall Trunk Galaxy

SMG2-Tall Truck UnusedLaunch.png SMG2-Tall Trunk UnusedSlingStar.png

There is a Launch Star set not to load unless activated by a switch below the cylindrical log planet, and it is assigned an unused path into the void. The galaxy also features an unused Sling Star assigned no path, located at the same position as the launch star to leave the cylindrical log planet as well. The switch number is 1 less than the used Launch Star as well, meaning a Sling Star was meant to be used after collecting all the Star Chips on the planet.

(Source: AcingGames)

Haunty Halls Galaxy

SMG2-LevelFeatureHauntyHallsLightConveyor.png

The curved conveyor belt planet has a beam of bright light that is set to appear when triggered. The light is positioned to shine on the conveyor belt, and would have been an easy way to defeat the Boos and Big Boo that chase Mario in this area, similar to defeating Boos in the first game. Because there is no switch assigned to it, the light never appears. The model itself is originally from the first game's Deep Dark Galaxy, and was not modified to fit its new location.

Honeyhop Galaxy

SMG2-LevelFeatureHoneyHop.png

These two Flipbugs are placed on LayerO which is loaded by this galaxy's second star. Because the player never visits that planet in this mission, these two enemies can't be seen.

(Source: SunakazeKun)

Starshine Beach Galaxy

SuperMarioGalaxy2 - Starshine drybones.png

There is a Dry Bones placed near the main planet's side and above the void, causing it to fall and die before a player gets a chance to see it. However, it is possible to see it by using a level editor. Dry Bones don't really fit in beach themed levels, so this is likely not an early remnant, but rather just a mistake.

Upside Dizzy Galaxy

The sky model from Melty Molten Galaxy is present in the zone with the box-breaking mini-game but is set to be invisible until triggered. This would have been the only time this particular background is used in this game.

ChaosGravity MMGSky.png
(Source: SunakazeKun)

Boss Blitz Galaxy

SMG2-LevelFeatureBossBlitzPaths.png
SMG2-LevelFeatureBossBlitzSpinDriver.png

There are a total of five unused paths, one Sling Star, and one Launch Star left in this galaxy. Their positions indicate that some planets (and thus bosses) were removed from the stage. The Sling Star leads to Major Burrows's planet, and the Launch Star leads to one of the removed planets.

Major Burrows's zone still has the Power Star spawn point objects, included from the first game, but not the actual power star.

(Source: SunakazeKun)

Unseen Black Hole in Honeybloom Galaxy

SMG2-HoneybloomBlackHole.png

In all scenarios of Honeybloom Galaxy, a single black hole can be found within the side of a mountain. It cannot be seen by the player, and it's impossible to be killed by it, as attempting to jump into it will sooner kill the player due to falling out of the playable area.


(Source: CometMedal)

World Map Invisible Points

World 1, 2 and 6 contain unseen, unlinked points which are set as invalid. The Invalid option makes the points invisible and may have been used by the developers to temporarily disable points for possible reuse at a later time. Some of these points might be leftovers from earlier versions of the world maps.

The unused points are marked in light-yellow in the following images:

DebugMovPos

Some galaxies contain unloaded objects called DebugMovPos. These were most likely starting positions accessible through a debug menu to quickly run tests on individual areas and more.

Prologue

Coordinates X -81130 Y -12770 Z 159550

A single DebugMovPos point can be found in PeachCastleGalaxy, the stage in which the game's prologue takes place. It is unknown what purpose it serves.

It is placed on the Common layer.

(Source: CometMedal)


Starshine Beach Galaxy

There are a whopping six DebugMovPos points to be found in Starshine Galaxy. Two of them are positioned within the planet model, making them hard to find. Their purpose is unknown.

All of them are placed on the Common layer.

(Source: CometMedal)


Bowser Jr.'s Fearsome Fleet

Coordinates X -146810 Y -29020 Z 10110

A single DebugMovPos point can be found on Megahammer's planet in Bowser Jr.'s Fearsome Fleet, next to a Yoshi Egg. Its purpose is unknown.

It is placed on the Common layer.

(Source: CometMedal)

Slipsand Galaxy

Coordinates X -146810 Y -29020 Z 10110

A single DebugMovPos point exists in Slipsand Galaxy next to the Checkpoint Flag. Its purpose is unknown.

It is placed on the Common layer.

(Source: CometMedal)

Slimy Spring Galaxy

Coordinates X -1500 Y -4932.909 Z -52900

A single DebugMovPos point can be found in the Oasis Area at the end of Slimy Spring Galaxy. It is unknown what purpose it serves.

It is placed on the Common layer.

(Source: CometMedal)

Flip-Swap Galaxy

Coordinates X 13683.679 Y 1500 Z -16429.98

A single DebugMovPos point can be found at the end of Flip-Swap Galaxy, where the first mission's Power Star resides. It is unknown what purpose it serves.

It is placed on the Common Layer.

(Source: CometMedal)

Fleet Glide Galaxy

Coordinates X -2222.866 Y 8868.232 Z 19326.033
Coordinates X -6935.702 Y -10660 Z -31069.951
Coordinates X -3240.166 Y -21124.07 Z -43598.121

There are three DebugMovPos points scattered across Fleet Glide Galaxy. It is unknown what purpose they serve.

All of them are placed on the Common layer.

(Source: CometMedal)

Rolling Coaster Galaxy

Coordinates X -44,489.883 Y -54,839.418 Z 139,715.219
Coordinates X -8,950 Y -33,940 Z 81,880

Two DebugMovPos points can be found in Rolling Coaster Galaxy. Interestingly, the first DebugMovPos point is placed at the end of the level, whereas the second point is placed earlier in the level. They are also both on different layers (LayerA and Common), respectively. Their purposes are unknown.

(Source: CometMedal)

Staff Roll

Coordinates X -75,600 Y -51,106.215 Z -109,550
Coordinates X 26,800 Y 71,650 Z -27,950
Coordinates X 72,000 Y 23,750 Z -1,900

Three DebugMovPos points can be found within StaffRollGalaxy, the stage used in the Staff Roll. It is unknown what purpose they serve,

All of them are placed on the Common layer.

(Source: CometMedal)