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Super Mario Sunshine

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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.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype 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:
  • Height maps (or something) for some stages show early/unused stage designs
  • Goop maps that are different to what appears in level?
  • Unused brick block model "fileloadblockojama" in options.szs
  • Unused parameter files (prm) and unused text in parameter files
  • For the prerelease page: Nintendo World issue 37 page 23 cropped to SMS section
  • Clean up this page more.

Subpages

Sunshine J Title.png
Regional Differences
Apparently, they could never agree on a consistent logo.
SMSpollution.png
Unused Pollution Maps
Watch your step, things get a bit messy!
UnknowenemySMS.png
Unused Objects
Remember that weird monster from Spaceworld 2001? Yeah, that's in here.
StartBeachSMS.png
Unused or Unseen Map Geometry
Did an intern work on some of these stages?
SoundIcon.png
Unused Audio
This is a pretty common trend with 3D Mario games.

The Test Map

Super Mario Sunshine contains a test map, named test11, which can be accessed with the Action Replay code JKGN-DDJZ-D58XJ FYUM-N4P3-QJUPC. 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. (A video of this map can be seen right here)

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 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 test11 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.

Unused & Early Graphics

Corona Mountain Banner

CORONA MOUNTAIN

In select.szs\timg, there is a banner for Corona Mountain. Since it is not an episodic level, this is never seen.

option.szs

All findings are in the timg folder.

There are some graphics that indicate the menu was going to be more traditional. While there are also similar graphics in the Japanese version, these have different names, not to mention, they are also in a slightly different style compared to the rest of the game's graphics.

Untranslated and Unused Text Graphics

Most of these graphics are used in the Japanese version. However, they are not used in any other release of the game outside of Japan. Some files in the game have different names for certain graphics.

"Dolpic"

A label reading "Dolpic", the Japanese name of Isle Delfino. Given that the entire game takes place on Isle Delfino, it wouldn't make much sense to give this label to any one location, so it wasn't even translated.

"Rico Harbor"

A label which reads "Rico Harbor". Untranslated in other versions of the game as it uses a different file name for the graphic.

"Beginning"

This means "From the beginning". There is no option to play the beginning of anything in the final, so naturally it was not translated.

"Cancel"

A label for the menu choice "cancel". There is not an option like this in the final, so naturally it was not translated.

(Source: Catley)

Menu Sunglasses

FRAME ONYup.Deal with it.

These various graphics of sunglasses are grouped in with the other Options menu graphics. The first two, monte_sunglass_flame and monte_sunglass_glass, are meant to belong to a Pianta, while the third image is clearly meant to belong to the options menu, being named option_sunglass. None of the code for the options menu references them, and the sunglasses graphics are different from the textures used for the in-game sunglasses found on various Piantas

(Source: Catley)

Early Graphics

DoorBlueSMS.png

Found in common.szs\timg There are blue doors in the Plaza and the Harbor but none of them have this kind of shading.

DoorPaintedSMS.png

Found in common.szs\timg Another blue door, but this time with goop painted across it.

TankNameSMS.png

Found in game_6.szs\timg under the name water_text.bti Early label graphic for the HUD. The final game uses "water" instead, even in the E3 2002 trailer.

Mmm, fruity!

Found in game_6.szs\timg under the name juice_text_0.bti Early label for Yoshi's juice levels. The final game uses "Juice".

NGCLogoSMS.png

Probably from an early start up screen.

(Source: Catley, Zeek)

Hidden Screenshots

A few screenshots are hidden within the game, used as textures for various models. They are from various stages in development and are likely used as placeholders for shader effects.

Dem Bloopers

This image is one of the environment map textures for Eely-Mouth's eyes (mareboss.szs\scene\bosseel\eye.bmd). While the HUD isn't shown, the skinny FLUDD design reveals that this was taken very early in development. This screenshot also shows what would be the earliest known designs of Ricco Harbor and Blooper. The sky in the background is the same as the early sky found in the test map. The original texture name is rico.bti.

Good Eely-Mouth, you look kind of cool!

This screenshot was used as an environment map for the water in Bowser's bathtub (coronaBoss.szs\scene\map\map\water.bmd). The HUD reveals the fact that its a near-final build. However, Noki City has much simpler lighting and no fog effects. There's no real indication as to why they used this as an environment map, either its a placeholder or it was a humorous addition. The original texture name is mariobg_meoto.bti.

Early title.szs Graphics

These files are all found in title.szs\timg, which seems to be dedicated to an early title screen. The final game's title screen is contained in option.szs.

StartmenuSMS.png

pushstart.bti & j_pushstart.bti - Most likely used before the start up screen was finalized. There are two versions of it, with j_pushstart.bti being 75% the size of the other.

SMSjface.png

j_face.bti - A badly cropped Mario silhouette.

SMSjtitlebl.png

j_titlebl.bti - A partially messed up shadow of a title screen.

(Source: Catley, Zeek)

Unused Text

Unused Episode Names

In the file that contains all of the Episode names, common/2d/scenarioname, numerous instances of "Red Coin Riddle" or "Red Coin Riddle 1/2" can be found. These most likely belong to the various timed Red Coin challenges in Secret platforming stages. Despite never being used, the titles were properly translated. There are also a few instances of "???".

Placeholder Text

Some of the files in game_6.szs/scrn contain what seems to be placeholder text for testing purposes. message_board_1.blo contains a snippet of lyrics from 1928 song I Wanna Be Loved By You.

I wanna be loved by
you. Just you nobody
else  but you.
I wanna be kissed
by you alone.
I couldn't aspire

The files pause_1.blo and scenario_demo_1.blo use lyrics from Ben E. King's 1961 single Stand by Me.

pause_1.blo:

Stand by me

scenario_demo_1.blo:

When the night has come

The file standard_1.blo contains an interesting snippet of text that may or may not be lyrics.

Good morning
Hello !
Good morning
Hello !
Good morning
Hello !
(Source: Peardian)

Undefined Message Error

Man, what do you WANT me to say?

It seems that Sunshine has an error handler built in for undefined message pointers. This placeholder message is said by all of the NPCs in the Test Map.

Stage Select Menu

This can be accessed with the WiiRD code 0429E6E0 3BC00009 in the PAL version and resetting the console. There is an archive named title.szs which appears to be dedicated to a debug version of the title screen, with a placeholder logo and message files that call up lists of level names. There are two different versions of the Stage Select Menu; one of them has a black background and the other has the background of the title screen and an unused "PUSH START" button behind the Menu.

(Source: source needed)

First Menu

Smsstagemenu2.png

On this menu, there is one test map. Trying to start a "No Data" map makes the game return to the normal title screen. Videos of this menu can be seen here and here. If you delete the Super Mario Sunshine data from the MemoryCard while you're in the debug menu, you can click on the "slot" 00 in the test11 folder. After starting 00 you will spawn on the Main Menu/Save Select Screen and you can explore it.

Second Menu

Smsstagemenu.png

Trying to start a map which doesn't exist freezes the game or returns to the title screen. In this version, there are two test maps, as well as levels that were cut from the final game, as seen below. To see this menu in action, watch this video.

Stage Select List

The file mariosun_stage.bmg contains a list of the levels in the game, plus two more. It is a message file, which means it would be used in a text box of some sort. The level names were translated for the North American version of the game, indicating that it was probably used by the localization team as well. Special maps are listed in bold.

  • Delfino AirStrip
  • Delfino Plaza
  • Bianco Hills
  • Ricco Harbor
  • Gelato Beach
  • Pinna Park
  • Sirena Beach
  • Pianta Village
  • Noki Bay
  • Corona Mountain
  • Scale Map
  • Test Map 1

Extended List of Names

The file title.blo brings up a list of unlocalized level names that seem to belong to some kind of early level select menu. It is a graphics script file, meaning it only draws graphics to the screen. The locations in bold were cut from the final game.

  • Airport (Delfino Airstrip)
  • Dolpic Town (Delfino Plaza)
  • Ricco harbor
  • Bianco hills
  • Mamma beach (Gelato Beach)
  • Sirena beach
  • Hotel delfino
  • Pina parco (Pinna Park)
  • Hotel Lacrima (translates to "tear")
  • Mare village (Noki Bay)
  • Monte village (Pianta Village)
  • Erto rock (translates to "steep" or "elevate")
  • Warship island
  • Fire shrine
  • ex map ("ex" is typically used to denote the Secret platforming stages)
  • Corona mountain
  • Scale map
  • Test map
  • Test map 2

Mystery of the Delfino Express

The Japanese version of the game contains an extra ARC that was removed from later releases, named message.szs. Its only contents are two message files, named station.bmg and system.bmg. One contains a list of stations and harbors for the levels, while the other contains dialogue for buying tickets and getting them stamped. As a number of the locations listed are landlocked, it must be concluded that these files belong to a scrapped train system for the island. Given the locations listed, this would have been the primary means of accessing levels in the game. Strangely, Pinna Park is among the listed locations, as are several other presumably island locations. This implies that either there was a bridge to Pinna Park, the train is a subway, or that Pinna Park was not always on the tail island.

station.bmg

The actual list is in Japanese, so the translated names are listed below. Notice that this list is very similar to the list of levels given in the unused title screen menu, except that Lighthouse Island is new. In the final game, the only lighthouse on the island is in Delfino Plaza.

  • Dolphic Town Station
  • Rico Harbor Station
  • Bianco Hills Entrance
  • Mamma Beach Station
  • Sirena Beach Station
  • In front of Hotel Delfino
  • Pinna Parco Station
  • In front of Hotel Lacrima
  • Mare Village Harbor
  • Monte Village Station
  • Erto Rock Station
  • Battleship Island (TEMPORARY) Harbor
  • In front of Flame Temple (TEMPORARY)
  • Lighthouse Island (TEMPORARY) Harbor
  • Corona Mountain Entrance

system.bmg

These snippets belong to what would be dialogue trees.

Japanese Translation
ご乗車 いたしま~すか?
はい
いいえ
Will you be riding with us today?
Yes
No
乗車券を 拝見いたしま~す! Please let me see your ticket!
まで
シュッパ~ツ進行!!
Now departing for [...]!!
~!
~!
またのご利用お待ちしておりま~す。 See you next time!
ただいま
にて
行きスタンプ絶賛発売中で~す!!
Right now,
highly acclaimed travel stamps
to [...] are on sale!!
ただ今 当駅にて
行きスタンプ
発売中で~す!
Right now,
highly acclaimed travel stamps
to this station are on sale!
行きスタンプ
ご購入され~ますか?
はい
いいえ
Will you be purchasing
a travel stamp?
Yes
No
ご利用 ありがとうご~ざいます! Thank you for travelling with us!
行き Bound for [...]
にて販売中で~す! [...] bound for [...] on sale now!
価格は
ソルコインで~す!
The price comes to
[...] Sol Coins!
やめる Cancel
やめる Cancel
(Source: Peardian, Translation: AkiraTrooper, divingkataetheweirdo, GlitterBerri)

Obscured Map Text

SuperMarioSunshine-GCN-guide tx 2.png

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. While the first section of text is perfectly legible, the second (guide_tx_2.bti) is partially obscured by a simple boat animation. With obscured portions marked in bold, it reads as follows:

Picturesque bays, rolling hills, quaint

villages and more await you... Contact

Delfino Tours to plan your vacation today!

Corona Mountain Duplicate Data

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 duplicate data 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.

  • CoroEx0.szs: Duplicate of Bianco Hills' second secret stage. Interestingly, it has path nodes in its stage geometry.
  • CoroEx1.szs: Seems to be junk data.
  • CoroEx2.szs: Duplicate of Ricco Harbor's secret tower stage.
  • CoroEx4.szs: One of the Yoshi-styled secret stages from Pinna Park
  • CoroEx5.szs: Duplicate of Hotel Delfino's first secret stage.
(Source: Catley)

Unused Goop Function

Previously seen in promotional footage, Mario's entire model could be covered in goop, excluding his eyes.

MarioSun DirtyMario.png
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)

Map Oddities

Corona Mountain

While you never see a sky in Corona Mountain, it recycles the same skydome from the secret stages. This is also the case with the Blooper surfing course in Ricco Harbor.

The not-so-secret level.

Bell Tower Nozzle Box

Inside the bell tower is a Rocket Nozzle Box. For some reason, FLUDD does not tell you that it is a hologram when you touch it in its hologram form.

Delfino Plaza

Delfino Plaza's flood scene (dolpic9) has some subtle and graphical changes. It's also a bit simplified, possibly meaning this was an earlier version of Delfino Plaza.

  • 100 coin Shine is now placed over the Bianco Square statue.
  • Manholes are just textures, some have weird positions. One is in the jail cell with an unobtainable blue coin.
  • The jail cell is blocked off by bars.
  • The hidden Shine Sprite image in the sand has been moved closer to the beach umbrellas.
(Source: Catley)

Unused Multiplayer Scene ID

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. 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.

Woaaaah, look at that camera aperture!.
So close you can count the pixels.
Multiplayer Camera:
042A8B34 38600001
(Source: Ralf@GC-Forever, Catley, Gamma)

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)