Super Mario Sunshine
|Super Mario Sunshine|
This game has unused animations.
This game has a prototype article
This game has a prerelease article
This game has a notes page
This game has a bugs page
Super Mario Sunshine is an open-ended platformer, very similar to Super Mario 64, except on a tropical island and with a talking water pump. This game also marks the first appearance of Bowser Jr.
After 18 years without a rerelease, a slightly updated version was released on the Nintendo Switch as part of the Super Mario 3D All-Stars collection on September 18th, 2020.
- 1 Sub-Pages
- 2 The Test Map
- 3 Removed Maps
- 4 Debug Cubes
- 5 E3 Sun Shade
- 6 Leftover mario.MAP file
- 7 Sequence List
- 8 Unseen 3 Digit Life Counter
- 9 Unseeable Shine Spawns
- 10 Unused Shadow Mario Shine Spawns
- 11 Unused Rails
| Version Differences|
Apparently, they could never agree on a consistent logo.
| Unused Animations|
Toadsworth was actually quite agile.
| Unseen Object Features|
Who would have guessed II Piantissimo is The Running Man?
| Unused or Unseen Map Geometry|
Did an intern work on some of these stages?
| Unused Audio|
This is a pretty common trend with 3D Mario games.
| Unused or Early Graphics|
Check out some unused, early, and even hidden graphics.
| Unused Objects|
Remember that weird monster from Spaceworld 2001? Yeah, that's in here.
| Unused Pollution Maps|
Watch your step, things get a bit messy!
| Unused Text|
"!!!ERROR!!! Message could not be loaded.", the Mystery of the Delfino Express, among other things.
| Unused Code|
| Cutscene Oddities|
No one ever said they had to be consistent.
| Internal Name Oddities|
Nintendo went a little too far with their inside jokes...
| Oddities and Oversights|
Not even FLUDD can clean up this mess.
The Test Map
Super Mario Sunshine contains a test map, named test11, which can be accessed in the US and European versions with the listed Action Replay codes. The textures it uses are the same as test maps from various other games, including The Legend of Zelda: The Wind Waker. It contains various objects and terrain, including the unused soccer objects and the Hinokuri enemy. The files also contain an early sky model, though it is not used in the scene. Strangely an ineffective layer of the unused quicksand goop is present fairly high above the terrain which only appears as bubbles when Mario is nearby. The test map was removed in the Japanese version and some of the unused objects featured in the map were removed or replaced in the European version.
HF27-CKA7-1DDRU 20HJ-60TP-QDC1E 1FW6-Y8R2-7KMEK 30TN-X6Q4-2VVEZ
3261-Y1UY-4UWVW CHD1-CK1Z-YBGC8 J4DE-TDN1-3T1F2 P4X4-3FGG-UQ91U
Early Town Height Map
The test map also has a height map file, and the shape of the terrain matches up with the early version of Delfino Plaza seen in the first trailer for the game.
According to stageArc.bin, there were a grand total of 20 test maps in the game, divided into two categories. Scale Maps were named scale0 through scale9, and Test Maps were named test10 through test19. Of them, only test11 remains, though not in the Japanese version. It was added back in later by the localization team, as evidenced by the copies of every piece of translated dialogue in the game present in the files.
Additionally, various secret stages were removed:
These may have been cutscenes for Pinna Park.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: AR code to display these manually. Were the cubes purposely enabled in the SM3DAS ROM? Try the GCM on a real gamecube. Also, its possible these are not necessarily "debug cubes".
In the secret stages, there are grey debug cubes which represent the paths for various moving platforms. These cubes are normally completely invisible, but are shown when the game is played in some older versions of the Dolphin emulator, as shown to the right.
Presumably due to imperfect graphics emulation, these cubes were visible in the initial release of the Super Mario 3D All-Stars port. This was fixed with the Ver. 1.1.0 update released on November 16, 2020.
E3 Sun Shade
Explain the longer USA code properly
As on the promotional trailers, the sun shade window from the glare used additive blending while later copies have the normal transparency. When the flag using these codes are enabled, the blend factors change when rendering on-screen.
0417d4a4 38600001 0417d4a8 38800004 0417d4ac 38a00001 0417d4b0 38c00005 0417d4b4 481e491d 0417d4b8 48000024 0417d4bc 38600001 0417d4c0 38800004 0417d4c4 38a00005 0417d4c8 7CA62B78 0417d4cc 481e4905 0417d4d0 80010064 0417d4d4 48000088 0417d558 4bffff64
022976E6 00000002 02295C9E 00000002
020F3086 00000002 020F12D2 00000002
02295E8A 00000002 02294442 00000002
Leftover mario.MAP file
Having more detail is always a good thing.
Specifically: What features are in this file that aren't used?
There is a linker address map file in Sunshine that shows off most of the original sources, as well as showing off features that never really made it into the final game. An address map exists for every country, though the NTSC-U version can only be found in the Korean release. The map is used for the internal exception handler.
|Download MARIO.MAP Linker Address Map
File: MarioMAP.7z (1.12MB) (info)
File: SMS-mSound.asn.zip (62.6 KB) (info)
AudioRes\mSound.asn is an unused file that contains data about sequences, including names for them.
Unseen 3 Digit Life Counter
The maximum number of lives a player can achieve in the game is 99. However, in the layout files, the layout shows a 3 digit number of lives, but only 2 are shown. The game is only told to show 3 digits if the lives counter is greater than 99, but the lives counter never goes over 99, thus making this never seen. But this might just be a case of reused code from other counters.
Unseeable Shine Spawns
All of the levels have a copy of the 100 coin Shine even if there's not enough coins in that episode to trigger it. However, some maps have unique spawns for scenarios that are impossible without the use of cheating.
|Bianco Hills: Dirty Lake Secret||100 Coin||It's impossible to trigger the Shine in this stage because there's not a single coin.|
|test11||Red Coin||There's only 6 red coins in the level, and you need 8 to spawn the Shine. The coding for normal red coin events is also missing.|
|Sirena Beach: Hotel Lobby Secret||100 Coin||It's impossible to collect 100 coins in Episode 2 as a whole.|
|Sirena Beach: Casino Secret||100 Coin||It's possible to collect 99 coins in the episode, but you can't finish the value in the secret stage because there's no coins.|
|Noki Bay: Red Coin Bottle||100 Coin||There is a total of 50 coins in the bottle, making it impossible to spawn.|
Unused Shadow Mario Shine Spawns
When the player defeats Shadow Mario in the seventh episode of any stage, the Shine Sprite will spawn directly where he falls. However, the actual shine is stored elsewhere in the map before it is called for by the game. By replacing the Shadow Mario spawn functionality (the function "appearShineFromKageMario") with NPC shine spawning ("appearShineFromNPC"), the shine will fly towards their starting location. These seem to be the original intended spawns.
- Bianco Hills: The shine spawns in front of the building with the archway, to the left of the hover nozzle box. Does not have a camera set up.
- Rico Harbor: The shine spawns at the beginning of the stage, about where the player spawns.
- Sirena Beach: The shine spawns on the ground floor stairway in-between the two restrooms. Does not have a camera set up.
- Noki Bay: The shine spawns in a cliff-side alcove, just underneath the top ledge near the waterfall. It spawns right where the blue coin in front of the steam cube is.
- Pianta Village: The shine spawns in the center on top of the golden mushroom. It's actually partially inside the mushroom.
- Pinna Park: The shine spawns at the stage's origin point. No camera.
- Gelato Beach: The shine spawns directly next to Shadow Mario's starting position. No camera.
Rails appear in the unofficial level editor as the green cubes connected by green lines.
Episode 2 Secret
Underneath the spawn point in Pinna Park Episode 2's secret stage are four unused rails labelled "up00" through "up03". These rails are positioned much like the trampoline blocks that are used to access the upper portion of the stage, and being labelled "up", it's likely these rails were meant for accessing the upper section of the stage via elevating blocks for Mario to climb instead of the trampoline blocks.
- The top rail ironically moves down while the others move up.
Snooza Koopas have circular rail formations around their spawn which they follow to go back to sleep when Mario is far away; However, in every Episode of Pinna Park except 1 and 4, there are leftover Snooza Koopas rails, with two rails positioned differently than Episode 4.
There is one unused rail for Strollin' Stus called "hamu" on Pinna Beach in Episodes containing Soarin' Stus.
- Since the grass is elevated, the rail clips into the ground and is unusable.