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Super Mario Galaxy 2/Unused Object Features

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

Hmmm...
To do:
There are a lot more!

Leftover Behaviors

Most of the enemies and objects from the first game still have their behaviors from the first game, though not all of them used this time around. This even includes things like the darker version of King Kaliente and Boos falling in love with Boo Mario.

The tornadoes found in Melty Monster Galaxy are recolored versions of the ones found in Dusty Dune Galaxy from the first game. If their parameter Obj_arg1 is set to anything other than 0, they will appear in their original orange color.

Luma Colors

SMG2-Unused-Luma-Colors.png

Code exists to change Lumas to pink and purple. Pink Lumas were found in the first Galaxy, but besides Lubba (who is a separate object without a color parameter), purple is completely unused. The Luma will be purple if the object's first parameter is set to 4, and pink if set to 5.

(Source: NWPlayer123, Marionumber1)

Koopa Colors

The 3 Mega Koopa Troopas from Supermassive Galaxy, with the unused Red and Blue variations.

The code to make Koopa Troopas appear with red shells still exists in the game. Their shells still home in on enemies, defeat Gringills, and are faster underwater. Oddly enough, the large Koopa Troopas can also be colored red, though their behavior does not change. What's even more bizarre is that blue Koopa Troopas can also be spawned by changing the object parameters, but again, their behavior does not change. Blue Koopa Troopas were never used, even in the first game. Interestingly, blue large Koopa Troopas will give out a coin when defeated. Its shell will turn green when picked up.

The Koopa Troopa will be red if the object's first parameter is set to 2, and blue if set to 3.

A Red Koopa Troopa was shown in the E3 2009 trailer of the game, however.

(Source: SSL, Martboo48, Xandog)

Big Dusty Dune Tornado Color

Tornado from Dusty Dune, using the White parameter.

The bigger sand tornadoes in Dusty Dune Galaxy from the first game got a new parameter that can change its color to white like the skinnier tornadoes seen in Melty Monster Galaxy. While the object code for the big tornado still exists, the model for it was cut entirely along with any new animation files for it, so this new behavior can't be seen without some clever hacking.

(Source: SunakazeKun)

Li'l Brrr & Li'l Cinder Behaviors

There are two unused settings for Li'l Brrr: one which makes it jump, and another that simply makes it appear from the ground. Li'l Cinder has this last behavior as well.

Magikoopa Behavior

There's an unused setting for Magikoopa that causes its fire spells to act like Kamella's, splitting into multiple fireballs instead of just one. It can create two or three fireballs, depending on the parameter given. This same parameter is also available for the Magikoopas that spawn Small Goombas, and the one that spawns L’il Cinders.

Caged and Boo Items

Glass cages, crystal cages, and Boos all share the same list of possible contents. Note that Boo's ability to contain an item is unused in itself.

  • 1 = Blue Toad
  • 2 = Sling Star
  • 5 = Luma
  • 6 = Key
  • 10 = Blue Star Chip
  • 12 = Silver Star
(Source: SunakazeKun)

Kleptoads’ unused pickup behaviours

Kleptoads, which are the blue amphibian-resembling enemies found in the secret area of Hightail Falls Galaxy, can pick up more than just Silver Stars and Coins. They’re also programmed to pick up Star Chips, Pull Star Chips (which aren’t in SMG2), 1-UP Mushrooms, and Life Mushrooms.

(Source: Xandog)

Power-Ups in Bubbles and Moving on Paths

Only a certain few Power-Ups can do this. Neither of these are unused for the Fire Flower, But these go unused for the Rock, Bee, Spring, and Boo Mushrooms.

Flip-Out Galaxy's Moving Walls

Objects using the SwitchingMoveBlock calss (such as SwitchingMoveStartAreaBlockRed) actually have unused parameters to move in any direction, and even rotate on any axis. The obj_args are as follows:

  • 0 = X Move Offset
  • 1 = Y Move Offset
  • 2 = Z Move Offset (used)
  • 3 = X Angle
  • 4 = Y Angle
  • 5 = Z Angle

And of course, these parameters can all be combined.

Unused Pipe Modes

Warp Pipes have a parameter that is usually used for situations where a pipe needs to retract in a level. But, by changing that very parameter (obj_arg2), The pipe can do as follows:

  • 3 = Eject you instead of warping you
  • 4 = Eject and spawn coins
  • 5 = Eject and spawn star bits
(Source: Xandog)