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Super Mario Sunshine

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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.

Hmmm...
To do:
  • 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.
  • Unused effects (.jpa)
  • Camera functions
  • Spawns, Map objects, and more
  • Check to see if there is more unused text.
  • More unused animations
  • More oddities
  • More oversights
  • More naming oddities (files, archives, internal, etc.)

Subpages

Regional Differences

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

Features

SMSgenertorangry.png
Unused Animations
Toadsworth was actually quite agile.
SMSeelymouthanatomy.png
Unseen Object Features
Who would have guessed II Piantissimo is The Running Man?
StartBeachSMS.png
Unused or Unseen Map Geometry
Did an intern work on some of these stages?

Resources

SoundIcon.png
Unused Audio
This is a pretty common trend with 3D Mario games.
DoorPaintedSMS.png
Unused or Early Graphics
Check out some unused, early, and even hidden graphics.
UnknowenemySMS.png
Unused Objects
Remember that weird monster from Spaceworld 2001? Yeah, that's in here.
SMSpollution.png
Unused Pollution Maps
Watch your step, things get a bit messy!
Smsstagemenu.png
Unused Text
"!!!ERROR!!! Message could not be loaded.", the Mystery of the Delfino Express, among other things.

Oddities

SMSCutscene THUMBNAIL.png
Cutscene Oddities
No one ever said they had to be consistent.
Super-Mario-Sunshine-Sandbombbaseshit.png
Internal Name Oddities
Nintendo went a little too far with their inside jokes...
SMS Bianco Hills Misplaced Tree.png
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. 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
JKGN-DDJZ-D58XJ
FYUM-N4P3-QJUPC
HF27-CKA7-1DDRU
20HJ-60TP-QDC1E
1FW6-Y8R2-7KMEK
30TN-X6Q4-2VVEZ


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

Cutscenes

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.
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.

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. An address map exists for every country, though the NTSC-U version can only be found in the Korean release.

Download.png Download MARIO.MAP Linker Address Map
File: MarioMAP.7z (1.12MB) (info)

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.

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)

Shadow Mario HP Meter

Hmmm...
To do:
Add codes for NTSC-J and PAL versions.
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)
USA
0403fd94 60000000
0440FA90 RRGGBBAA
  • The following color values on the second line present the RGBA to the HP meter:

RR = Red GG = Green BB = Blue AA = Alpha

Unused Goop Function

Hmmm...
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
EVJB-BH5N-WKDX7
9AUG-4A1G-YCF23
NJ82-ADD7-XT0QN
HC1H-XBAH-HJUD0
QZV3-B2GD-8RZE0
RZKD-E472-ZNMC8
PFV0-U7DG-K6HU4
M80D-0RVE-DP4BG
9VQ4-YJDZ-1AYJ0
VY33-ZCX4-MY80T
V1U2-4H5A-JDRYD
PN92-YB5D-DJU31
W1V6-JYMZ-5UZA1
RZKD-E472-ZNMC8
N5CE-CF8R-RB82M
2AHC-1BH2-B2M7D


(Source: Ralf@GC-Forever, Catley)

Unused Multiplayer Functionality

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.

Another class called TCameraMultiPlayer was also implemented in the game at one point, but was removed, and the multiplayer camera functionality ended up being coded into the CPolarSubCamera class. This class has functions called ctrlMultiPlayerCamera, addMultiPlayer, removeMultiPlayer, and createMultiPlayer. Another class named MultiPlayerData is stored in the CPolarSubCamera class and holds a few floats relating to the camera.

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, shibboleet)

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)

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.

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.
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 impracticable to spawn.