If you've blocked our ad, please consider unblocking it.
We promise it isn't annoying. No flash, no sound, ever.

Ads by Project Wonderful! Your ad here, right now: $0

Super Mario Sunshine

From The Cutting Room Floor
Jump to: navigation, search
This page contains changes which are not marked for translation.

Title Screen

Super Mario Sunshine

Developer: Nintendo
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.

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

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's extremely annoying son, Bowser Jr.

To do:
  • Height maps (or something) for some stages show early/unused stage designs
  • Unused parameter files (prm) and unused text in parameter files
  • There is still some unused audio undocumented.
  • The .sb event files in map\sp folders might reference unused events.
  • Near-final content in the physical manual (needs scans), title screen demo-play video, and prerendered cutscenes.
  • Unused effects (.jpa)
  • Camera functions


Sunshine J Title.png
Regional Differences
Apparently, they could never agree on a consistent logo.
Unused Pollution Maps
Watch your step, things get a bit messy!
Unused Objects
Remember that weird monster from Spaceworld 2001? Yeah, that's in here.
Unseen Object Features
Who would have guessed Il Piantissimo is The Running Man?
Unused Animations
Toadsworth was actually quite agile.
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 Text
"!!!ERROR!!! Message could not be loaded.", the Mystery of the Delfino Express, among other things.

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. The test map was removed in the Japanese version and although being present in the European version, most of the contents were removed most likely to save space.

USA Europe

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 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 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.

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

Obscured Map Text

On the top-left and bottom-right of the in-game map of Isle Delfino is some brief tourism marketing copy, tying in with the idea that Mario received this tourist map upon arrival.

Stored Seen In-game
SuperMarioSunshine-GCN-guide tx 2.png
Picturesque bays, rolling hills, quaint

villages and more await you... Contact

Delfino Tours to plan your vacation today!

While the first section of text of the map is perfectly legible, the second (guide_tx_2.bti) is partially obscured by a simple boat animation. The table above illustrates how the text is seen in-game with the obscured portions marked in bold.

Inconsistent Internal Data

A few levels have episodes and stages that are not necessarily ordered numerically and logically as seen in stageArc.bin. Additionally, there is an obscene filename.

Delfino Plaza

Delfino Plaza has eight "stages", dolpic0 to dolpic1 and dolpic5 to dolpic10. This suggests that three dolpic2, dolpic3, and dolpic4 were removed.

Bianco Hills

File name Comment
Bia_Ex1.szs Delfino Plaza's Turbo Nozzle stage.
Bianco5.szs Bianco Hills' eighth Episode.
Bianco7.szs Bianco Hills' sixth Episode.

Ricco Harbor

File name Comment
rico_ex1.szs Noki Bay's secret shell stage

Pinna Park's Beach

File name Comment
PinnaBeach3.szs Pinna Park's third Episode beach.
PinnaBeach2.szs Pinna Park's fourth Episode beach.

Sirena Beach

File name Comment
sirena_ex1.szs Pinna Park's second secret stage

Pianta Village

File name Comment
Monte5.szs Pianta Village's second Episode.
Monte1.szs Pianta Village's fourth Episode.
Monte3.szs Pianta Village's sixth Episode.

Corona Mountain

Seeing as Corona Mountain was once planned as having episodic levels like the other levels, it comes as no surprise that there's more left over. However, it is just other levels' secret stages for the most part. There are six listings (coro_ex stages). However, loading the stages in the game with the Level Select code can give different results. For whatever reason, the actual Corona Mountain stage is in CoroEx6.szs.

File name Comment
CoroEx0.szs Bianco Hills' second secret stage. Interestingly, it has path nodes in its stage geometry.
CoroEx1.szs Bianco Hills' first secret stage.
CoroEx2.szs Ricco Harbor's secret tower stage.
CoroEx4.szs Pinna Park's first secret stage.
CoroEx5.szs Hotel Delfino's first secret stage.

(Source: Catley, MrRean & CeilingFan, Super-Xnot)

Obscene Filename


In Gelato Beach's mapobj folders, the spiral Dune Bud formation is called sandbombbaseshit. Given that the Dune Bud pyramid formation, among others, is called sandbombbasepyramid, it suggests that the spiral formation is not called "SandBombBasesHit" but rather "SandBombBaseShit". This filename makes sense as the Dune Bud's formation is that of a turd. Being that this name is purely internal, the individual who named it was probably confident no one would ever see it... by normal means at least!

Errors in Filenames

The gate object files for Gelato Beach in Delfino Plaza are internally named 05_gate03manma. Mamma Beach is the Japanese name for Gelato Beach, resulting in this being a mistype.

In Bianco Hill's 6th episode in bianco6, the animation for the polluted water is spelled biawaetrpollution.btk. Oddly, the file name is spelled correctly in bianco7.

Unseeable Shine Spawns

To do:
Needs a video of these shines being spawned.

Some Shine Spawns are impossible to see in-game. Most of these are 100 coin shines. Each episode has a copy of the 100 coin shine, even if there's not enough coins in that episode to trigger it. Except for Pinna Park Episode 1: scene 2 and Sirena Beach (Outside Hotel) Episode 3, for some odd reason.

Location Type Comment
test11 Red Coin There's only 6 red coins in the level and you need 8 to spawn the Shine.
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 Episode 3, making it impracticable to spawn.

Unused Goop Function

To do:
Add code for NTSC-J version.
MarioSun DirtyMario.png

Previously seen in promotional footage, Mario's entire model could be covered in goop, excluding his eyes. This can be observed in both the International, and European versions with the following Action Replay codes:

USA Europe

(Source: Ralf@GC-Forever, Catley)

Shadow Mario HP Meter

SMS-Shadow Mario HP meter.png

Shadow Mario has a function called "drawHPMeter". If its timer is set to something other than 0, a HP meter will display for that amount of time if he takes damage.

(Source: MasterF0x)

Unused Multiplayer Scene ID

Woaaaah, look at that camera aperture!.

It would appear that at some point there was a multiplayer mode planned for the game: a function called SMS_isMultiplayerMap exists within the code.

When the scene ID is changed to what the function is looking for, 0x0C00, the area's camera will use an unused multiplayer behavior. The behavior can be activated in the European version with the Action Replay code 042A8B34 38600001.

So close you can count the pixels.

If Shadow Mario is present, the camera will zoom out to show both him and Mario at the same time. The camera is very buggy; it will sometimes go right through the level geometry, and moving the C-Stick will make a very subtle movement, but not enough to rotate the camera. If Shadow Mario is despawned, the camera will zoom onto Mario and remain there.

If Shadow Mario is defeated in a scene with this ID applied, he won't disappear or trigger an event like he normally does. Instead, he will run to his nearest node point and stay there without reacting to Mario's presence.

(Source: Ralf@GC-Forever, Catley, Gamma)

Unused Multiplayer Pickup Function

There is an unused multiplayer feature that allows Mario to pick up Shadow Mario and vice versa. For it to be enabled, collision must be applied to the EnemyMario and EMario actors.

(Source: Miluaces)

Leftover mario.MAP file

There is a leftover 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.

Download.png Download MARIO.MAP Linker Address Map
File: MarioMAP.7z (653kb) (info)

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.

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.
SMS SecretLevel DebugCubes.png

In the secret stages, there are grey debug cubes which represent the paths for the red, blue, and multicoloured cube platforms that are normally invisible. However, they become visible when played in some versions of the Dolphin emulator as shown to the right.

(Source: Dolphin Emulator Wiki)

"Dolpic" Poster

Unfortunately, that Shadow Mario bastard defaced this would-be holy grail with a Boo drawing. Screw you, Shadow Mario.

While this unlocalized poster that reads "Dolpic" is used in Hotel Delfino, it shows an early version of Isle Delfino. As one can see, Pinna Park's island is connected to Isle Delfino, which makes sense considering Pinna Park was going to have a train station as mentioned here. Another thing to note is there is an island that has a bridge to what appears to be the early Delfino Plaza from the Spaceworld 2001 trailer. Early Isle Delfino in all its entirety cannot be seen however due to parts being obscured by the Boo drawing.


Pinna Park

Pinna Park Ferris Wheel

Viewing the Park from Pinna Beach in 'Episode 3 - Red Coins of The Pirate Ships,' the Ferris Wheel should be rotating at its regular pace, but rather the Ferris Wheel is rotating quickly. The only mission where the Ferris Wheel rotates quick is in 'Episode 5 - The Runaway Ferris Wheel,' but in Episode 5, the Ferris Wheel seen from the beach is rotating at its regular pace. This suggests that 'Episode 3 - Red Coins of The Pirate Ship' and 'Episode 5 - The Runaway Ferris Wheel' may have switched places during development, or this was just a simple oversight from the developers.

Noki Bay

Unlayered Goop

In Noki Bay Episode 1, the effect layers are missing from the goop making it a static image. The goop on the walls are unaffected by this oversight.

Misplaced Shine Spawn

Noki Bay's 100 coin shine always lands on top of the tallest shell tower, but in Episode 8 the spawn was accidentally misplaced at around the curvature of the shell.