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Super Mario Sunshine
|Super Mario Sunshine|
This game has unused animations.
This game has a notes page
This game has a prototype article
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.
- 1 Subpages
- 2 The Test Map
- 3 Obscured Map Text
- 4 Inconsistent Internal Data
- 5 Errors in Filenames
- 6 Unused Goop Function
- 7 Shadow Mario HP Meter
- 8 Unused Multiplayer Scene ID
- 9 Unused Multiplayer Pickup Function
- 10 Sequence List
- 11 Unseen 3 Digit Life Counter
- 12 "Dolpic" Poster
| 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.
| 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 PAL versions with the Action Replay code. 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.
HF27-CKA7-1DDRU 20HJ-60TP-QDC1E 1FW6-Y8R2-7KMEK 30TN-X6Q4-2VVEZ
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 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.
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.
Picturesque bays, rolling hills, quaint
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 has eight "stages", dolpic0 to dolpic1 and dolpic5 to dolpic10. This suggests that three dolpic2, dolpic3, and dolpic4 were removed.
|Bia_Ex1.szs||Delfino Plaza's Turbo Nozzle stage.|
|Bianco5.szs||Bianco Hills' eighth Episode.|
|Bianco7.szs||Bianco Hills' sixth Episode.|
|rico_ex1.szs||Noki Bay's secret shell stage|
Pinna Park's Beach
|PinnaBeach3.szs||Pinna Park's third Episode beach.|
|PinnaBeach2.szs||Pinna Park's fourth Episode beach.|
|sirena_ex1.szs||Pinna Park's second secret stage|
|Monte5.szs||Pianta Village's second Episode.|
|Monte1.szs||Pianta Village's fourth Episode.|
|Monte3.szs||Pianta Village's sixth Episode.|
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.
|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.|
Cutscene Loadout Maps
Cutscene loadout maps usually come after the map file that the cutscene was triggered in. The only exceptions to this are boss maps (which are Petey Piranha and Bowser). Delfino Plaza and the airport follow this setup, but Ricco Harbor and Pinna Park do not. Their loadout maps are located at the end of their scene file columns.
|ricco8.szs||After pulling Gooper Blooper's tentacle in Episode 1.|
|pinnaParco6.szs||After triggering Mecha-Bowser in Episode 1.|
|pinnaParco7.szs||After defeating Mecha-Bowser in Episode 1.|
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
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.
Unused Goop Function
Add code for NTSC-J version.
Previously seen in promotional footage, Mario's entire model could be covered in goop, excluding his eyes. This can be observed in the European version with the following Action Replay code:
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
Shadow Mario HP Meter
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.
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. The behavior can be activated in the European version with the Action Replay code 042A8B34 38600001.
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.
Unused Multiplayer Pickup Function
Upon common misconception, the "pickup" feature seen in "Super Mario Sunshine Multiplayer" by Miluaces is not custom, it is actually in the game. To enable, you just have to apply collision to EnemyMario along with EMario (which are 2 different actors in game).
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 MARIO.MAP Linker Address Map
File: MarioMAP.7z (653kb) (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.
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.