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Super Mario Sunshine
|Super Mario Sunshine|
This game has unused animations.
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.
- 1 Subpages
- 2 The Test Map
- 3 Unused & Early Graphics
- 4 Unused Text
- 5 Stage Select Menu
- 6 Mystery of the Delfino Express
- 7 Obscured Map Text
- 8 Corona Mountain Duplicate Data
- 9 Unused Goop Function
- 10 Map Oddities
- 11 Unused Multiplayer Scene ID
| 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.
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
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
In select.szs\timg, there is a banner for Corona Mountain. Since it is not an episodic level, this is never seen.
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.
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.
A label which reads "Rico Harbor". Untranslated in other versions of the game as it uses a different file name for the graphic.
This means "From the beginning". There is no option to play the beginning of anything in the final, so naturally it was not translated.
A label for the menu choice "cancel". There is not an option like this in the final, so naturally it was not translated.
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
Found in common.szs\timg There are blue doors in the Plaza and the Harbor but none of them have this kind of shading.
Found in common.szs\timg Another blue door, but this time with goop painted across it.
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.
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".
Probably from an early start up screen.
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.
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.
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.
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.
j_face.bti - A badly cropped Mario silhouette.
j_titlebl.bti - A partially messed up shadow of a title screen.
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 "???".
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.
Stand by me
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 !
Undefined Message Error
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.
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.
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.
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
These snippets belong to what would be dialogue trees.
|Will you be riding with us today?|
|乗車券を 拝見いたしま～す！||Please let me see your ticket!|
|Now departing for [...]!!|
|またのご利用お待ちしておりま～す。||See you next time!|
highly acclaimed travel stamps
to [...] are on sale!!
highly acclaimed travel stamps
to this station are on sale!
|Will you be purchasing|
a travel stamp?
|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!|
|The price comes to|
[...] Sol Coins!
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. 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... ContactDelfino 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.
Unused Goop Function
Previously seen in promotional footage, Mario's entire model could be covered in goop, excluding his eyes.
9VQ4-YJDZ-1AYJ0 VY33-ZCX4-MY80T V1U2-4H5A-JDRYD PN92-YB5D-DJU31 W1V6-JYMZ-5UZA1 RZKD-E472-ZNMC8 N5CE-CF8R-RB82M 2AHC-1BH2-B2M7D
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.
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'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.
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.
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)