If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Super Mario Sunshine

From The Cutting Room Floor
Jump to navigation Jump to search
This page contains changes which are not marked for translation.
Other languages:
English • ‎français • ‎português do Brasil • ‎日本語

Title Screen

Super Mario Sunshine

Developer: Nintendo EAD
Publisher: Nintendo
Platform: GameCube
Released in JP: July 19, 2002
Released in US: August 26, 2002
Released in EU: October 4, 2002
Released in KR: December 14, 2002

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
BugsIcon.png 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.

To do:


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Read about notable bugs and errors in this game.

Version Differences

Sunshine J Title.png
Version Differences
Apparently, they could never agree on a consistent logo.


Unused Objects
Remember that weird monster from Spaceworld 2001? Yeah, that's in here.
Unused or Early Graphics
Check out some unused, early, and even hidden graphics.
Unused Audio
This is a pretty common trend with 3D Mario games.
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
A multiplayer mode was planned?!


Unused Animations
Toadsworth was actually quite agile.
Unused Rails
Unused cubes and lines!
Unseen Object Features
Who would have guessed II Piantissimo is The Running Man?
MarioSunshine-ShellSecret CarvedOutRoom.png
Unused or Unseen Map Geometry
Did an intern work on some of these stages?


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.

Test Map

To do:

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.

USA Europe Switch

Early Town Height Map

That's a weird-looking town, I'll tell ya what.

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.

Removed Maps

Test Maps

According to stageArc.bin, there were a grand total of 20 test maps in the game, divided into two categories: Scale Maps named scale0 through scale9, and Test Maps 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.

Secret Stages

Additionally, various secret stages were removed:

  • dolpic_ex5
  • dolpic_ex6
  • dolpic_ex7
  • bia_ex0
  • pinna_ex0
  • pinna_ex1
  • pinna_ex2
  • pinna_ex3
  • pinna_ex4
  • pinna_ex5
  • mare_ex1
  • monte_ex1
  • coro_ex3


These may have been cutscenes for Pinna Park.

  • pinnaDemo0
  • pinnaDemo1
  • pinnaDemo2

Debug Cubes

Elementary, my dear Cactus.
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".
SMS SecretLevel DebugCubes.png

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.

(Source: Dolphin Emulator Wiki, Dolphin Progress Report: October and November 2020, Nintendo Life)


There is supposed to be a 1/8 chance of Mario saying "ciao" when the Nintendo logo appears on the title screen instead of the coin sound. However, this sound can never occur as the game's random number generator seed is never randomized upon loading the game, resulting in the same outcome with the coin sound every time.

E3 Sun Shade

To do:
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 is enabled, the blend factors change while rendering on-screen.

Retail E3/Promos
SMS SunShineWindow Retail.png SMS SunShineWindow E3.png
USA Europe Japan Switch
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 SPCPrint Function

To do:
Add codes for other regions.

In various stage's event scripts (used for talking to NPCs, triggering in-game cutscenes, etc.) there are leftover "print()" fuctions which the delevopers used to print text to a logger when certain functions are called. This can be re-enabled and viewed in Dolphin's logger using either of the following codes:

USA Japan
C203DB3C 00000008
9421FFB0 7C0802A6
90010054 7C0902A6
90010000 3C008034
60004644 7C0903A6
4E800421 80010000
7C0903A6 80010054
7C0803A6 38210050
4E800020 60000000
C20DD0A4 00000008
9421FFB0 7C0802A6
90010054 7C0902A6
90010000 3C008008
6000EF64 7C0903A6
4E800421 80010000
7C0903A6 80010054
7C0803A6 38210050
4E800020 00000000


Please elaborate.
Having more detail is always a good thing.
Specifically: What features are listed in this file that aren't used?
Download.png Download MARIO.MAP Linker Address Map
File: MarioMAP.7z (1.12MB) (info)

There's a leftover linker address map file leftover in the main directory of every version of the game, except the NTSC-U version (which is located in the Korean release instead), which shows most addresses functionality, as well as some extras with features that never made it into the final game. The map is used for the internal exception handler.

Sequence List

Download.png Download mSound.asn
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.

(Source: MasterF0x)

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.

Location Type Comment
Bianco Hills: Dirty Lake Secret 100 Coin It's impossible to trigger the Shine in this stage because there's not a single coin.
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.
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.

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- it's likely these were the original intended spawns. These spawn locations can be accessed by replacing the used Shadow Mario Shine spawn functionality appearShineFromKageMario with NPC Shine spawn functionality appearShineFromNPC.

Stage Shine Sprite Spawn Location
Bianco Hills In front of the building with the archway, left of the Hover Nozzle box. There is no camera for this Shine spawn.
Ricco Harbor The beginning of the stage, near Mario's spawn.
Gelato Beach Next to Shadow Mario's starting position. There is no camera for this Shine spawn.
Pinna Park The stage's origin point. There is no camera for this Shine spawn.
Sirena Beach The ground floor stairway between the two restrooms. There is no camera for this Shine spawn.
Noki Bay In the cliff-side alcove near the waterfall, where the blue coin and ice block are.
Pianta Village On top, and partially inside the golden mushroom.