Super Mario Sunshine/Unused Objects
This is a sub-page of Super Mario Sunshine.
- 1 test11.szs
- 2 Toad's Sunglasses
- 3 Egg Generator
- 4 Manta Rays
- 5 Gate Shell
- 6 Goop Gate Portals
- 7 Early Stu Generator
- 8 Marble Ball
- 9 Mirror Objects
- 10 Unused Blocks
- 11 Unused Nozzles
- 12 Unused Enemies
- 13 Early Boat
- 14 Removed Cloud Layers
- 15 Ricco Ship
- 16 Ricco Log Ship
- 17 Ricco Harbor Cranes
- 18 Leftover Data
- 19 "Haunted" Objects
This early sky model is found within the files for the test map, though it is not actually used by the map. This sky model can actually be seen in the earliest screenshots of the game, as well as the Spaceworld 2001 trailer.
Ice Cream Cart
Found in test11.szs\scene\mapobj\yatai.bmd. Not only is this seen in the test level, but it also made a very brief appearance in the Spaceworld 2001 trailer and another slightly larger appearance in the E3 2002 trailer. The canopy is functional, meaning you can jump off of it like a trampoline. Mario can also go through the handle which will result with him being in the ice cream cart. It is possible be that at one point Mario was able to push the cart, however, the cart's wheels have no animations for moving. Despite this, the concept of a mobile trampoline is nothing unheard of since there is a blue springboard in Noki Bay that Mario can carry around in the final game.
Soccer Ball and Goal
Also present in the test map, these are named internally as soccerball.bmd and soccergoal_model.bmd respectively. Interestingly, the item was shown in the Spaceworld 2001 trailer and a similar all-white ball can be seen in the reveal trailer being kicked by Mario as he runs through Delfino Plaza. If the soccer ball is kicked near a Strollin' Stu, the Strollin' Stu will go after it and kick it.
As one would expect, Mario can kick around the soccer ball into the goal. Although these objects went unused, the concept still exists in the final game: in Delfino Plaza, Mario can kick three durians into a basket for a Blue Coin.
Found in test11.szs\scene\mapobj\drum_can_crash_model.bmd and drum_can_model.bmd. There are two drum can models: drum_can_model is a normal model with a low poly count, while drum_can_crash_model has more polygons and bones to simulate, well, a crushed drum.
These were likely going to be scattered around Ricco Harbor or any earlier incarnation of said level. There is an animation for the crush model, but it is incompatible with the model.
Found in test11.szs\scene\mapobj\bottle_large.bmd and bottle_short.bmd. While these are technically used in-game, the textures have mosaic-style censoring to block out the text on the water bottles in the US and European releases. Seeing as the test level was re-implemented into later versions, it would seem unnecessary to edit the textures.
The door model below, named door.bmd, has four animations that are used by doorhotel, Hotel Delfino's doors. The doors are used in the test level but don't appear to have any functionality. The only functioning doors in the game exist in Hotel Delfino. Although these seem to fit right in with the stage, Hotel Delfino from E3 2002 trailer uses doorhotel, the one's used in the final.
|Image||Description||Image||Description||Loaded Into Scenes|
|Opened normally inwards||Opened normally outwards||
|Opened quickly inwards||Opened quickly outwards|
|Closed blue door|
Found in test11.szs\scene\mapobj\breakable_block.bmd and test11.szs\scene\mapobj\breakable_block_break_model.bmd. Appearing in various sizes, this rectangular rock block has the same function as the watermelon block since both are destroyed with a ground-pound. It has one animation, breakable_block_break, which is for breakable_block_break_model.
Water Roll Block
An unused bolted orange block called water_roll_block. Viewing the test map in a level editor shows the block is supposed to appear on the map but it does not appear at all in game, not even as an invisible object with collision.
Toad has an unused model called kinopio_sunmegane.bmd. Given the name and appearance they seem to be sunglasses, but Toad never wears sunglasses.
This paper-thin drawing of an egg is referred to as a "Yoshi Egg Generator" by the object list. There are two models for it. These egg generators appear in the directory egggen that are loaded into certain scenes.
|Name||Image||Loaded Into Scenes|
Found with the files for every part of Pinna Park is a model of a trio of shadowy manta rays, called gatemanta, which swim around in little circles. They appear black or gray due to being untextured. They are roughly 2 meters in size each, making them a little bit larger than Mario. They seem to be based on the model used by Phantamanta, so they are rather high-poly and textureless. Because they are stored with the common stage objects and only have one animation, they were probably meant to be decoration.
Found in pinnaBoss0.szs\scene\mapobj\gateshell.bmd and pinnaBoss1.szs\scene\mapobj\gateshell.bmd. Its collision is gateshell.col and its animation is gateshell.bck, which shows it opening. However, it has a bone that is named maregate, which could indicate this was the original way that the player would've accessed Noki Bay (see below).
Goop Gate Portals
In all of Pinna Park's map files are unused gates to Pianta Village and Noki Bay named 05_gate04monte.bmd and 05_gate05mare.bmd respectively. The gates used to get to Noki Bay and Pianta Village are a light ring and a pipe portal, even then not through Pinna Park. The Noki Bay portal is flat and not that different from other portal models, but it has the same bones as Gelato Beach's portal oddly. Interestingly, the Gate Shell above has a bone called maregate. The Monte portal is the only one out of the other four portals that isn't located in model center and instead is off to the side, stretching out the bones. Merging the Pinna Park map with the Monte portal reveals it is dead smack near the Monte tree, but doesn't fit for the tree is flat and the portal has an indent. They use an early texture for the goop portals and an unused gate mask of a circle. Some of the effects they actually use are completely different from the ones used by the portals in Delfino Plaza. Given how there is an abundance of unused gate objects in Pinna Park's files and the removed secret levels listed in stageArc.bin, Pinna Park was most likely going to be an add on to the hub world instead of another episodic level. In Delfino Plaza, each 'M' goop gate portal attempts to use the unused Pianta Village portal through an unused string parameter named "*DisplayModel*" calling the unused portal's path "map/map/gate/05_gate04monte.bmd." If the unused Pianta Village portal gets injected into the Delfino Plaza map/map/gate folder, all the 'M' portal models will change to be the unused one due to this parameter.
Early Stu Generator
Included with the Stu generator drawing is an early version of the pile-of-goop generator. It consists of five nearly-flat rings using this texture. It was likely included by accident due to the name similarity. None of its proper animations are included, and the final version's animations aren't compatible with it due to using a different number of joints.
This hemisphere made of marble is located with the map files for the Corona Mountain boss fight and is simply named ball.bmd, along with a copy of it in .bdl format. Despite the ball being merely 2 cm in diameter, the texture for it is 512x512 pixels, making the ball model have the largest file size in the map directory. Together with the model is a pair of textures also named "ball" that feature incredibly faint ripples.
A set of odd mirror maps are found in most if not all map\mirror files. There are four models in it, including two pairs of what are likely windows and a puddle with a rough surface. The fourth model is a slightly bigger puddle without a rough surface. Their positions don't match up with any other model, including the early Bianco Hills height map. The fact that the two sets of windows are facing towards each other suggests they belong to a map with multiple buildings, such as Delfino Plaza.
File Select Brick Block
Found in option.szs\scene\mapobj\fileloadblockojama.bmd. It is an unused brick block that uses the same animation of the used file select blocks. It's important to note that this brick block is different from the ones that appear in levels, which use the models brickblock.bmd and brickblockbreak.bmd.
File Select No Memory Card Block
Found in option.szs\scene\mapobj is yet another unused block that was to be used in the file select screen, and as its name suggests; it would've been used if no Memory Card was inserted. However, if the game is loaded without a Memory Card or one is present but removed while on the file select screen, the regular "A", "B", and "C" blocks will still be used.
Located in the scene\mapobj folder of every stage, there's a model and collision file labeled normalblock.bmd. Two types of this model exist, but only one is used for the likes of secret stages. The unused variant appears similar to the water_roll_block model and can be seen in pre-release content being used as a blockade.
Kept with all the other nozzles for F.L.U.D.D. in mario.szs\watergun2, there is a low-poly Yoshi Head called yoshi_wg.bmd (wg standing for watergun, the internal name of F.L.U.D.D.). It has no animations and is pointing upwards by default.
Also kept with the other nozzles in mario.szs\watergun2 is a nozzle called dummy_wg.bmd that uses the same model as the Squirt Nozzle, except Dummy Nozzle's model doesn't have a neck, has less bones, and has been rotated almost 180 degrees.
The only remaining trace of a sniper nozzle type is in params.szs\mario\watergun\nozzlesniper.prm, which defines the parameters of the nozzle. It is worth noting that this file is never loaded by the game. Looking at the parameters reveals that this nozzle was 100x more powerful than the normal nozzle, required a charge time, and has a larger hit radius. No model or code exists for this nozzle type in the game.
Document other unused "actors" with the level editor and write about Kug's and others' proper behavior.
Clean this up, describe its properties with the skull mask on, post the unused sound effects, and get footage that doesn't have a watermark.
|Spaceworld 2001 Trailer||xxx|
Found in test11.szs\scene\hinokuri2.
This large enemy was seen in the game's reveal trailer at Spaceworld 2001. The name "HinoKuri" means "Fire Chestnut" (most likely due to its appearance). The actor for it still works, but the model does not render properly due to it being made for a much older version of the engine. HinoKuri2 stomps around, shaking the ground, and spawns Strollin' Stus and eggs containing Goobles from the cone-like nozzle on its rear. Strangely, Mario will lose some water when he is hurt by HinoKuri2. Given that the life meter also appears to be the water meter in the Spaceworld 2001 trailer (see images above), this feature is likely a leftover.
The outer layer of HinoKuri2's head can be popped by squirting water at the third eye on the top of its head, after which it will stop spawning enemies. It walks towards the origin of the map (X=0, Y=0) and if it touches a wall, it falls through the ground. It also has animations for diving into water, with some even having their own unique, unused sound effects, although some of them seem to have been overwritten by sounds related to Petey Piranha, Blooper, and Il Pianitssimo. Unlike other actors, HinoKuri2 cannot be resized via the scale parameters in the map data.
The "2" in its filename indicates that there were at least two versions of the enemy, which is supported by the fact that there are enemy parameter files for both hinokuri and hinokuri2 in Delfino Airstrip's map. Interestingly the hinokuri parameter file has entries with "boss" in the name: BossFirstAppear, BossAppear, BossFirstAppearTimeMax, BossHideTimeMax, and BossGravity. These indicate that either hinokuri is a boss version of this enemy or an alternate version involved in a boss fight.
A related model is a skull-like mask with horns that fits over its bulbous head. It has animations for rattling and splitting in half. Certain levels actually cause the enemy to wear this when spawned. You can trigger the animation for splitting it in half by jumping on it.
Can it be hacked into a level?
A paper-thin living drawing of a Goomba, found in the files for Pinna Park. It has five animations but only has one texture, so all of its animations are achieved through the movement of the model. It was used as a test character, as indicated by the actor list. In fact, it has three entries in the list, which refer to it as "typical enemy", "test enemy", and Goomba. It can be found under the clam ride in any episode that lets you enter the Park's walls. It is just under half the height of Mario, and shocks him when jumped on. Due to its location, it is difficult to interact with.
Video of it hacked into a level.
In the files for the King Boo battle, there is an unused variant of the Stu enemy called dorokuri, which is likely a play on the word dorobou, meaning "thief". It is found in delfinoBoss.szs\scene\dorokuri. DoroKuri is a version of Swipin' Stu, dorohane, with legs and uses the same animations as Strollin' Stu, hamukuri. Like Swipin' Stu, DoroKuri steals Mario's hat.
As a matter of fact, the Mario hat and mustache that both DoroKuri and Swipin' Stu obtain is called dorokurihige ("Hige" means "mustache" or "beard"). Although Strollin' Stus and Smolderin' Stus both appear in the King Boo battle, DoroKuri is never spawned, thus going unused. This is probably due to the fact that it wouldn't make sense for Mario to get a sunstroke in a basement, as opposed to on a beach.
Present in the second visit to Delfino Airstrip (dolpic_ex0.szs/scene/fruitsboat/shipdolpic2.bmd) and the fruitsboat folder of all Delfino Plaza files is an early version of the boat in Pinna Beach and Delfino Airstrip. It has an animation, shipdolpic2.bck, which is its roof detaching up and down. This early boat seems to be the reverse-moving boat in Delfino Plaza shown in the 2002 Demo Disc trailer.
Removed Cloud Layers
In the common sky model, there is a large disc stretching across the entire sky, which is completely invisible in-game. This pre-release screenshot reveals that it was once used for a light cloud layer. The UV map for the disc is still intact, and the same texture is used for the clouds in Sirena Beach's sky model. Bianco Hills has a similar cloud layer, but it uses a different sky model. The unused cloud layer can be seen in the Petey Piranha cutscene. As a bonus, the screenshot also shows the unused goop texture in use.
|Sirena Beach Sky Texture||Pre-Release Image|
In the mapobj folder of any episode of Ricco Harbor, there is an unused model called riccoship.bmd, which appears to be a medium-sized wooden boat. In the final game, there is a similar wooden boat with the same function as the unused boat, but the boat doesn't appear in Ricco Harbor.
Ricco Log Ship
Also present in the mapobj folder of any episode of Ricco Harbor is an unused ship called riccoshiplog.bmd. The log-carrying ship can be seen in prerelease images and footage which have it near the freighter ship.
The logs have the same collision as a metal surface (which the rest of the ship has), thus the "metal surface" sound effect is used when Mario moves on the logs rather than the "wooden surface" one.
Ricco Harbor Cranes
Two unused crane models can be found in the mapobj folder of any Ricco Harbor episode.
The first unused crane, crane90scene2.bmd, is similar to the final crane model, crane.bmd, albeit with altered designs for the cab, jib, and cargo lift. It can be seen in the E3 2002 trailer. It can also be seen in this prerelease screenshot but with a completely solid cargo lift rather than a cargo lift with grating.
The second and final unused crane, crane180scene1.bmd, uses the same cab and jib as crane90scene2 except attached to the far end of the jib is a plate with sun icons in a circle, which has never been seen in any prerelease images or footage.
-Although Soarin' Stus do technically appear in the second visit to Delfino Airstrip, Swipin' Stus' files appear in dolpic_ex0.szs\scene\hanekuri\dorohane.bmd. The pile-of-goop generator that produces Strollin' Stus in Bianco Hills' first Episode is also present in dolpic_ex0.szs\scene\clauncher\generator_model1.bmd and it too is unused in this level. Unlike objects such as Red Coins and water bottles that have duplicate data in most levels, Swipin' Stus and the pile-of-goop generator do not have duplicate data in other level files and thus are not universal objects.
-The water strider enemy called Skeeter is present in the files of Delfino Plaza's toxic water lilypad stage in dolpic_ex4.szs\scene\amenbo\amenbo_model1.bmd but the enemy itself is unused since it never appears in the level.
-Turning blocks of various colors are unused in the files of some secret levels. Yellow turning blocks are unused in Bianco Hills' second secret stage in coro_ex0.szs\scene\mapobj\allpurposeturnblocky.bmd, red turning blocks are unused in Pinna Park's second secret stage in sirena_ex1.szs\scene\mapobj\allpurposeturnblockr.bmd, and both blue and red turning blocks are unused in Noki Bay's secret stage in rico_ex1.szs\scene\mapobj\allpurposeturnblockb.bmd and rico_ex1.szs\scene\mapobj\allpurposeturnblockr.bmd, respectively.
-Jumping Bloopers do not make any appearances in any stage other than Ricco Harbor's first episode, yet their files can be located in the King Boo boss battle files at delfinoBoss.szs\scene\p\mamegesso.
-Bianco Hills Episode 3 contains files for Boo. Episode 1 uses Boo's imitation of Shadow Mario for the intro cutscene, but Shadow Mario does not appear in the Episode 3 intro.
Inside of the games' code contains references to files for a object called HauntLeg, located at hauntleg.bmd and /enemy/hauntLeg.prm. Looking further into these objects, they actually have leftover code! The class for HauntLeg inherits a class called TWalkingEnemy, which gives a basic description on what this was. Code for this object implies that this was a basic walking enemy, that jumped up a bit when Mario approached, has the basic animations for dying, waiting, and appearing. It doesn't seem like the enemy is complete, considering that this class did not override functions that made it respond to certain events, such as player contact. Looking more into this object also reveals that HauntLeg has a manager named HauntLegManager. The manager contains functions that relate to drawing the model hauntleg.bmd and looking even more into this manager reveals that this object would have walked on a path, as it looks for a path named main. If the BMD and PRM files were restored, this object would most likely function like it would.
Aside from HauntLeg, there's also a base class named HauntedObject, which would have served as a base for more haunted objects, if they were ever coded. It does not load a model, which further proves that this is a base class for more haunted objects.