Super Mario Sunshine
Super Mario Sunshine |
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Developer: Nintendo EAD This game has unused animations. This game has a prototype article This game has a prerelease article This game has a notes page This game has a bugs page |
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 Jr.
After 18 years without a rerelease, a slightly updated version was released on the Nintendo Switch as part of the Super Mario 3D All-Stars collection on September 18th, 2020.
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Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Notes |
Bugs |
Version Differences
Version Differences Apparently, they could never agree on a consistent logo. |
Resources
Unused Objects Remember that weird monster from Spaceworld 2001? Yeah, that's in here. |
Unused or Early Graphics Check out some unused, early, and even hidden graphics. |
Unused Audio This is a pretty common trend with 3D Mario games. |
Unused Pollution Maps Watch your step, things get a bit messy! |
Unused Text "!!!ERROR!!! Message could not be loaded.", the Mystery of the Delfino Express, among other things. |
Unused Code A multiplayer mode was planned?! |
Features
Unused Animations Toadsworth was actually quite agile. |
Unused Rails Unused cubes and lines! |
Unseen Object Features Who would have guessed II Piantissimo is The Running Man? |
Unused or Unseen Map Geometry Did an intern work on some of these stages? |
Oddities
Prerender Differences No one ever said they had to be consistent. |
Internal Name Oddities Nintendo went a little too far with their inside jokes... |
Oddities and Oversights Not even FLUDD can clean up this mess. |
Test Map
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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. Strangely an ineffective layer of the unused quicksand goop is present fairly high above the terrain which only appears as bubbles when Mario is nearby. The test map was removed in the Japanese version and some of the unused objects featured in the map were removed or replaced in the European version.
USA | Europe | Switch |
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JKGN-DDJZ-D58XJ FYUM-N4P3-QJUPC |
HF27-CKA7-1DDRU 20HJ-60TP-QDC1E 1FW6-Y8R2-7KMEK 30TN-X6Q4-2VVEZ |
3261-Y1UY-4UWVW CHD1-CK1Z-YBGC8 J4DE-TDN1-3T1F2 P4X4-3FGG-UQ91U |
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 the 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 named scale0 through scale9, and Test Maps 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
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: AR code to display these manually. Were the cubes purposely enabled in the SM3DAS ROM? Try the GCM on a real gamecube. Also, its possible these are not necessarily "debug cubes". |
In the secret stages, there are grey debug cubes which represent the paths for various moving platforms. These cubes are normally completely invisible, but are shown when the game is played in some older versions of the Dolphin emulator, as shown to the right.
Presumably due to imperfect graphics emulation, these cubes were visible in the initial release of the Super Mario 3D All-Stars port. This was fixed with the Ver. 1.1.0 update released on November 16, 2020.
Ciao!
There is supposed to be a 1/8 chance of Mario saying "ciao" when the Nintendo logo appears on the title screen instead of the coin sound. However, this sound can never occur as the game's random number generator seed is never randomized upon loading the game, resulting in the same outcome with the coin sound every time.
Mario.MAP
Please elaborate. Having more detail is always a good thing. Specifically: What features are listed in this file that aren't used? |
Download MARIO.MAP Linker Address Map
File: MarioMAP.7z (1.12MB) (info)
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There's a leftover linker address map file leftover in the main directory of every version of the game, except the North American version (which is located in the Korean release instead), which shows most addresses functionality, as well as some extras with features that never made it into the final game. The map is used for the internal exception handler.
Sequence List
Download mSound.asn
File: SMS-mSound.asn.zip (62.6 KB) (info)
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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. But this might just be a case of reused code from other counters.
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 |
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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 the bottle, making it impossible to spawn. |
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. |
Unused Shadow Mario Shine Spawns
When the player defeats Shadow Mario in the seventh episode of any stage, the Shine Sprite will spawn directly where he falls. However, the actual shine is stored elsewhere in the map before it is called for by the game- it's likely these were the original intended spawns. These spawn locations can be accessed by replacing the used Shadow Mario Shine spawn functionality appearShineFromKageMario with NPC Shine spawn functionality appearShineFromNPC.
Stage | Shine Sprite Spawn Location |
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Bianco Hills | In front of the building with the archway, left of the Hover Nozzle box. There is no camera for this Shine spawn. |
Ricco Harbor | The beginning of the stage, near Mario's spawn. |
Gelato Beach | Next to Shadow Mario's starting position. There is no camera for this Shine spawn. |
Pinna Park | The stage's origin point. There is no camera for this Shine spawn. |
Sirena Beach | The ground floor stairway between the two restrooms. There is no camera for this Shine spawn. |
Noki Bay | In the cliff-side alcove near the waterfall, where the blue coin and ice block are. |
Pianta Village | On top, and partially inside the golden mushroom. |
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