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Super Mario Sunshine/Unused Objects

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This is a sub-page of Super Mario Sunshine.

Test11.szs

The leftover test map contains several unused objects.

  • All models, except "Unused Sky", are located in scene\test11.szs\scene\mapobj.

Unused Sky

SMSearlysky.png

An early sky model located in scene\map\map\sky.bmd which is not used by the map due to the stage missing the sky object. This sky could be seen in some of the earliest documentation of the game, including the Spaceworld 2001 trailer.

Ice Cream Cart

Model Animation Collision In-Game
MarioSunIceCream.png
SMS ice cream cart.gif SMS-IceCreamCartCollision.png SMS IceCreamCart Glitch.PNG

Not only is this seen in the test map, 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, allowing Mario to jump off of it like a trampoline, though the animation does not work. Mario can also walk inside the cart from either the front or back of the cart due to the cart's odd collision. It's possible that at one point Mario was able to push the cart since the concept of a mobile trampoline is used in the form of a portable blue springboard in Noki Bay in the final game.

Soccer Ball and Goal

Goal Goal Animation Soccer Ball
MarioSunshine-TestGoal.png SMS soccergoal.gif
Sunshine Soccer.png

A soccer ball and goal named soccerball and soccergoal_model respectively. Although neither of these objects were seen in any early documentation of the game, an all-white ball similar to the unused soccer ball was shown in the Spaceworld 2001 trailer. As one would expect, Mario can kick around the soccer ball. If the soccer ball enters the goal, a goal animation will trigger. Additionally, if the soccer ball is kicked near a Strollin' Stu, the Strollin' Stu will go after it and kick it; the function is otherwise unused.

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.

Drum Can

Model Animation
For once, a giant ape isn't throwing one of these. SMS Drum Can Crash Animation.gif

Two drum cans labelled drum_can_model and drum_can_crash_model. Drum_can_model is a normal model with a low poly count, while drum_can_crash_model has more polygons and bones for animating.

Door

Door Model door_open_l door_open_r door_kick_l door_kick_r
MarioSunTestDoor.png
SMSdoor1.gif
SMSdoor2.gif
SMSdoor3.gif
SMSdoor4.gif

An unused blue door model which shares Hotel Delfino's door animations. The animations don't work in-game.

Although this door would fit with Hotel Delfino, there's no evidence that it was ever used there, with the E3 2002 trailer's Hotel Delfino using the final door model. The only evidence that this door could've been used in Hotel Delfino is that it's present in the scene\mapobj folder of every Hotel Delfino map except delfino3.

(Source: Catley, Zeek)

Rock Block

Model Animation
SMS Rock Block.PNG SMS rockblock breaking.gif

Two Rock Block models labelled breakable_block and breakable_block_break_model. This block has the same function as the watermelon block- being destroyable via a ground-pound. Breakable_block_break_model has a breaking animation named breakable_block_break.

Water Roll Block

SMSWaterollblock.png
A 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 doesn't spawn in-game.

Unused Blocks

File Select Brick Block

Model Animation
SMSfileloadblockojama.PNG SMS fileloadblockojama animation.gif

Found in scene\option.szs\scene\mapobj\fileloadblockojama.bmd is an unused variant of brick block which uses the same animation as the used file select blocks.

File Select No Memory Card Block

SMS-fileloadblocknocard.PNG
Found in scene\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-C blocks will still be used.

  • This block is referenced in the address map as "BlockNoCard" and is labelled "UNUSED".

Normal Block

Used Unused
SMS-NormalBlockUsed.png MarioSunshine-NormalBlock.png

Located in the scene\mapobj folder of every stage is a model and collision file named normalblock. While a block under the same name is used in some stages, within the files of stages that don't use the block, the model and collision file are of an early variant which can be seen in various pre-release content.

(Source: Inkstar)

Unused Enemies

Hmmm...
To do:
Document other unused "actors" with the level editor and write about Kug's and others' proper behavior.

HinoKuri2

Hmmm...
To do:
Still more sound effects, and get footage that doesn't have a watermark.

This enemy's files were leftover in the test map, located in test11.szs\scene\hinokuri2.

Maskless

Spaceworld 2001 Trailer Spaceworld 2001 Trailer Leftover Restoration
MarioSunshine-Hinokuro-firstsighting.png SMS-HinoKuro Scan2.png
SuperMarioSunshine-HinoKuri.png

This large enemy was seen in the game's reveal trailer at Spaceworld 2001. The name "HinoKuri" means "Fire Chestnut", and was most likely named such 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. Strangely, Mario will lose some water when he is hurt by HinoKuri2, as well as 3HP. Given that the life meter appears to also be the water tank in the Spaceworld 2001 trailer, this feature was likely leftover.

HinoKuri2 stomps around, shaking the ground, and spawns Strollin' Stus and eggs containing Goobles from its rear. The outer layer of HinoKuri2's head can be popped by spraying water at an eye on top of its head, after which it will stop spawning enemies. It has several animations, including one for diving into water, with some animations using unused sound effects; Although some were overwritten by sound effects related to Petey Piranha, Blooper, and Il Pianitssimo. HinoKuri2 cannot be resized via the scale parameters in the map data.

The "2" in its filename indicates another version of the enemy existed, further supported by an enemy parameter file (.prm) for both "hinokuri", and "hinokuri2" in Delfino Airstrip's scene\map\params\enemy folder. Interestingly, hinokuri.prm has several parameters with "boss" in the name: "BossFirstAppear", "BossAppear", "BossFirstAppearTimeMax", "BossHideTimeMax", and "BossGravity". These indicate that either "hinokuri" was either a boss version of this enemy, or an alternate version involved in a boss fight.

Masked

hinokuri2_mask_model hinokuri_mask_hit hinokuri2_mask_model_r hinokuri2_mask_model_l
MarioSunshine-Unknown-enemy.png SMS-Hinokuri2 mask hit.gif
SMS-Hinokuri2 mask model r.png
SMS-Hinokuri2 mask model l.png
Cracked Phase 1 Cracked Phase 2
SMS-h hinokuri mask clack1.png SMS-h hinokuri mask clack2.png

When placed in certain worlds, HinoKuri2 will spawn wearing this skull-like mask over its head which provides the enemy with more defense. There are three different mask models: the entire mask (with a rattling animation), and two halves of the mask. The mask can be broken from Mario jumping on top of it or spraying it with enough water, causing it to crack twice before splitting into the two half mask models and dropping downwards.

Sounds

Each sound is located in w2ndLoad_0.

Action Audio Suffix
Spawn
aw_00000381
Stomp
aw_0000037d
Stomp
aw_00000393
Stomp
aw_00000394
Faint
aw_00000385
Faint
aw_00000387
Faint
aw_00000388
Faint
aw_0000038a
Faint
aw_0000038b

Videos

(Source: Zeek, Inkstar)

Kug

Hmmm...
To do:
Can it be hacked into a level?

A paper-thin living drawing of a Goomba located in the files of Pinna Park. It has five animations and only one texture, so all of its animations are achieved through the movement of the model. It was used as a test enemy, as indicated by the actor list entries 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. It is just under half the height of Mario, and shocks him when jumped on. Due to this enemy being located on the "out of bounds" platform under the map, it's difficult to access and interact with as Mario dies from standing on said platform for too long.

Interestingly, Kug's shape is present in several unused pollution maps.

SMSkug.png
default kug_dbk kug_dmg kug_jbd kug_jfd
SMS Kug Default.gif SMS Kug kug dbk.gif SMS Kug kug dmg.gif SMS Kug kug jbd.gif SMS Kug kug jfd.gif

DoroKuri

Hmmm...
To do:
Replace video with one using the GCN version.

SMS-dorokuri.PNG

In the files for the King Boo battle, there is an unused green Stu called dorokuri, which is likely a play on the word dorobou meaning "thief". It is found in scene\delfinoBoss.szs\scene\dorokuri. DoroKuri is effectively a version of Strollin' Stu (hamukuri) that can steal Mario's hat like Swipin' Stu (dorohane). However, this enemy won't visibly have Mario's stache or hat and killing it doesn't seem to bring Mario's hat back. An interesting note is that the Mario hat and mustache that Swipin' Stu uses is called dorokurihige (hige meaning "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.

(Source: CeilingFan, GlitterBerri)

Unused Nozzles

Yoshi Nozzle

SMS-YoshiNozzle.PNG

Kept with all the other Nozzles for F.L.U.D.D. in mario.szs\watergun2 is a low-poly Yoshi head called yoshi_wg.bmd ("wg" stands for "watergun", the internal name of F.L.U.D.D.). It has no animations and is pointing upwards by default.

Sniper Nozzle

The only remaining trace of a Sniper Nozzle type is in params.szs\mario\watergun\nozzlesniper.prm, which defines its parameters (though the file itself is never loaded by the game). The Sniper Nozzle is 100× more powerful than the standard Nozzle, requires a charge time, and has a larger hit radius.

Gate Shell

Model Animation Stage Editor
SMSgateshell.PNG SMS GateShell.gif SMS-GateShellEditor.png

A model called gateshell is located in both scene\pinnaBoss1.szs\scene\mapobj, and scene\pinnaBoss1.szs\scene\mapobj, along with a collision file, and an animation of the shell opening. This object exists in both stages, however appears invisible in-game as it requires the flag that activates the Noki Bay pad in the Plaza to be enabled, which is never enabled in Pinna Park. Interestingly, the model has a bone named "maregate" ("mare" being Japenese for "noki", and "gate" being the internal name for the portals in the Plaza); Suggesting this object was a portal to Noki Bay at some point in development. To further support this- there are leftover goop gates in Pinna Park's files.

Goop Gate Portals

Hmmm...
To do:
  • Add guide book page for pinna park.
  • Better media formatting
Monte Village
Mare Bay

All of Pinna Park's stage files contain two unused goopy portals to Pianta Village and Noki Bay named 05_gate04monte.bmd and 05_gate05mare.bmd respectively, and are located in /scene/map/map/gate/. They use an early texture for the goop portals and an unused gate mask of a circle. The gate's goop texture is still used in the final game, albeit only for the glowing effect when Mario breaks parts of the pool during the Bowser fight. Some of the effects they use are different from the ones used by the portals in Delfino Plaza. In the final game, the gates used to get to Noki Bay and Pianta Village are accessed from Delfino Plaza, not Pinna Park. 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 part of the hub world instead of another episodic level.

The 05_gate05mare portal model meant for Noki Bay is flat and oddly has the same bones as Gelato Beach's portal in Delfino Plaza. It's likely that the clamshell object mentioned above was meant to reveal this portal, as it also contains a bone named maregate.

The 05_gate04monte portal is the only one with the geometry not being located at the model's origin point, but is instead far off to the side, stretching out the bones. Merging the Monte portal data back into Pinna Park reveals it is in the dead center of the Monte tree, which suggests it was the original entrance for Pianta Village. The model doesn't fit snugly against the tree, since the tree is flat and the portal has an indent.

As seen in the video: when Pinna Park's original map geometry is swapped out for the version used on Pinna Beach, the Monte tree's geometry is round instead of flat, with the portal fitting snugly against it. Interestingly, an early screenshot shows this tree same with a door-like hole exactly where the portal would be. This suggests that these portals were added fairly early in development.

Pinna Park is also the only area other than Delfino Plaza with a large map in its official Guide Book page, both with circles pointing out key locations - stage warps in Delfino Plaza, and attractions in Pinna Park, including the two with the scrapped warps.

Mask Texture
SMSgatemaskcircle.png SMSEarlyPortal.png
(Source: sunn)

Manta Rays

Model Animation
SMSgatemanta.png MarioSunshine-Gatemanta-Animation.gif

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.

SandPlane

SMS-SandPlane.png
Sandplane.bmp Sandplane.bti
SMS-Sandplane.bmp.png SMS-Sandplane.bti.png

An unused object called SandPlane which generates a sand castle. This sand sinks when sprayed or ground pounded, with no limit to how low it sinks. The collision's sound property is broken as it plays random noises when walked on in various places.

Similar to how pollution generates based on external goop mapping files, SandPlane generates a sand structure based on two graphics: sandplane.bmp (heightmap), and sandplane.bti (texture), both located in the scene\map\map folder of several stages.

(Source: Sunn)

SandMoveCoin

Restoration using yellow coins.

Located in the Sand Bird secret of Gelato Beach Episode 4 (scene\mam_ex1.szs\scene\mapobj) is an unused model named sandmovecoin, alongside an animation called sandmovecoin. The model is empty, containing only bones named poly1, and null10 through null18. The animation moves bones null11 through null18 around in a squiggly loop, then return them to their starting position. Based on the name of the file, it can only be assumed that coins were supposed to follow the nullXX bones around.

(Source: Sunn)

Early Boat

Model Animation
SMS earlyboat.PNG Super Mario Sunshine Shipdolpic2.gif

Though technically not unused, it's only present in the second visit to Delfino Airstrip, and on Pinna Beach. This boat is an early version of the Delfino Plaza boats, which could be seen in the 2002 Demo Disc trailer moving backwards. It has an unused animation called shipdolpic2 which lifts the roof up and down.

Ricco Ship

SMSriccoship.PNG


In the scene\mapobj folder of any Episode of Ricco Harbor, there is an unused model called riccoship, 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 this boat doesn't appear in Ricco Harbor.

Ricco Log Ship

Model In-Game
SMSriccoshiplog.PNG SMS riccoshiplog ingame.png

Also present in the scene\mapobj folder of any Episode of Ricco Harbor is an unused ship called riccoshiplog; This log-carrying ship can be seen near the freighter ship in pre-release material. The logs have metal surface collision (same as the rest of the ship) instead of wooden surface collision, making Mario's footsteps sound metalic instead of wooden.

Ricco Harbor Cranes

Crane180scene1.bmd Crane90scene2.bmd
SMS crane180scene1.PNG
SMS crane90scene2.PNG
This crane 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 isn't seen in any pre-release images or footage. This crane is similar to the final crane model, with an altered designs for the cab, jib, and cargo lift. It can be seen in the E3 2002 trailer and in this pre-release screenshot.

Two unused crane models can be found in the mapobj folder of any Ricco Harbor episode. Strangely, both cranes' ".col" collision files are oppositely labelled, with crane90scene2 belonging to crane180scene1, and vice-versa.

Hidden Cloud Layer

Pre-Release Image In-Game Restoration Cloud Texture
SMSprotosky.jpg SMS-Final Cloud Layer.png SMS-Unused Cloud Layer.png
SMS-B sky kumo s.png

In one of the common skyboxes, there are two large cloud layers which span across the sky- one layer for distant fog, and one layer for clouds. However, the cloud layer's texture was removed, rendering the layer invisible. Luckily, the fog layer contains a duplicate of the texture for the clouds, so using it's possible to restore this cloud layer by copying the texture back to the cloud layer. These clouds could be seen in lots of pre-release material.

Egg Generator

Gene_egg_model1 Bad_gene_egg_model1 Gene_egg_appear1 Loaded Into Scenes:
SMSgenegg green.png
SMSgenegg purple.png
SMSgenegganim.gif
  • pinnaBeach0.szs
  • pinnaBeach2.szs
  • pinnaParco3.szs
  • ricco1.szs
  • monte4.szs

Located in scene\egggen in some stages are two paper-thin drawings of a Yoshi's egg referred to as "Yoshi Egg Generator".

Early Stu Generator

SMSgeneratorproto.png
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.

Toad's Sunglasses

SMSToadsunglass.png
Toad has an unused pair of sunglasses called kinopio_sunmegane.bmd. None of the Toads ever wear sunglasses.

Balls

Marble Ball

SMSball.png
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 512×512 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 which features incredibly faint ripples.

King Boo Ball

SMS-btelesa ball.gif

Located with King Boo's model is an unused model named btelesa_ball. This model is a yellow circle with slightly rounded smiley face graphics hovering off both faces of the circle.

(Source: Inkstar)

White Balls

SMS-whiteball.png
Located in common.szs are two small white ball models named whiteball, and halfwhiteball which is identical to whiteball, but half the size.

(Source: Inkstar)

Mirror Objects

Windows/Puddles

SMSpuddle.PNG

A set of odd mirrors are found in most stages' map\mirror folders. There are four mirrors, two of which are likely windows which are labelled as mirror00 and mirror01, one is a puddle with a rough surface called puddle_ind00, and the fourth is the same puddle with no texture called puddle00. Their positions don't match up with any stages, including the early Bianco Hills goop height map. The fact that both window-shaped mirrors are facing towards each other suggests they once belonged to a map with multiple buildings like Delfino Plaza.

Puddle Texture
H mizutamari noise i4.png

Gelato Beach

SMS-GelatoBeachMirrors.png

In Gelato Beach's map\mirror folder are four sets of mirrors labelled mirror0.bmd through mirror3.bmd, all of which are unused and fit nowhere on Gelato Beach or any other map. In-game there are three large mirrors, and the glass casing around the Sand Bird egg which are reflective, however these are objects which carry reflective properties within their model. Oddly, these mirrors have a slight white/blue color gradient when they're beside each other. The first three sets of mirrors are identical, forming a slight curvature when connected to each other. The fourth mirror is rather large, slightly curved, and near the other three.

(Source: Inkstar)

Shadows

Tree Shadow

Model Animation
SMS-shadowpalm-top.png SMS-Shadowpalm.gif

Located in common.szs is an unused model of a palm tree shadow labelled shadowpalm with one animation, shadowpalm. The used tree shadows are map graphics rather than models and are inanimate. This tree shadow design is very similar to the used palm tree shadow, however this tree shadow fails to show the pointy edge of the leaves that the used palm tree shadows show. The animation appears to be of the palm tree swaying, meaning it's possible the palm tree leaves and their shadows were intended to sway, but unfortunately never was implemented.

(Source: Inkstar)

Ball Shadow

SMS-shadowball.png
While round shadows are used, those shadows are entirely different models named shadowcircle and shadowcirclelow. This one labelled shadowball is unused.

(Source: Inkstar)

Building Collision

SMS building01.png
Located in the Police Station's secret stage (scene\bia_ex1.szs\scene\map\map) is an unused collision file of a building labelled building01.col, which doesn't fit any stage.

(Source: Inkstar)

"Haunted" Objects

Inside of the game's code are references to an unknown object called HauntLeg. These references include a model location at "mapobj\hauntleg.bmd", and a parameter file at "map\enemy\hauntLeg.prm". Looking further into these objects, they actually have leftover code!

The class for HauntLeg inherits another 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 a bit when Mario approached. This object had basic animations for dying, waiting, and appearing. HauntLeg has a manager named HauntLegManager, which contains functions that relate to drawing the model "hauntleg.bmd". The manager reveals that this object would have walked on a path, as it looks for a path named main. The enemy doesn't appear complete, however if the ".bmd" and ".prm" files were restored, this object may be restorable.

Aside from HauntLeg, there's also a base class named "HauntedObject" which would have likely served as a base for more haunted objects being that it does not load any models.

(Source: shibboleet, SirenaBeach)

Leftover Data

Unlike objects such as Red Coins and water bottles which are required in the files of most stages; these objects were specifically placed in the files of individual stages, yet weren't used, rendering them "leftovers".

Delfino Airstrip

  • Located in scene\dolpic_ex0.szs\scene\hanekuri, Soarin' Stus do technically appear in the second visit to Delfino Airstrip, however they're located in a hidden room that's not intended to be accessed, thus rendering both the Soarin' Stus, and the hidden room technically "leftover".
  • The pile-of-goop generator that produces Strollin' Stus in Bianco Hills Episode 1 is also present in the second Delfino Airstrip files in scene\dolpic_ex0.szs\scene\clauncher, yet it also goes unused in the stage.

Delfino Plaza

  • Before and after defeating the Gatekeeper (dolpic0 and dolpic1), and while Bowser Jr.'s boat is docked (dolpic7), Yoshi's egg is sitting where it belongs, though Yoshi can not be unlocked at these times.

Bianco Hills

  • Episode 3 contains files for Boos in scene\bianco2.szs\scene\telesa. Episode 1 uses Boo's imitation of Shadow Mario for the intro cutscene, but neither Shadow Mario nor Boos exist in Episode 3.

Ricco Harbor

  • Jumping Bloopers don't appear in any other stage than Episode 1, yet their files are located in the King Boo boss battle files at scene\delfinoBoss.szs\scene\mamegesso.
  • An unused duplicate of the FRUIT machine switch model and pressing animation can be found in the scene\mapobj folder under the name "riccoswich" (missing the letter "T" in "switch"). The used switch goes by the correct name "riccoswitch".

Gelato Beach

  • The Sand Bird secret contains every Gelato Beach model prefixed with "sand", including sandbombXX, sandcastle, sandeggXX, and sandleafXX.

Pinna Park

  • Strollin' Stus' files are present in Pinna Beach in Episode 2, though they don't appear in that Episode.
  • In the scene\mapobj folder of every map for inside the park, exists the ferris wheel model used for stages where Pinna Park is visible in the distance.

Noki Bay

  • Red Cheep Cheeps are leftover in Episode 2, though only pink ones appear.
  • Jumping Bloopers are also left over in Episode 8's Red Coin Fish map in scene\mareUndersea.szs\scene\mamegesso.

Pianta Village

  • Red Electrokoopa files are leftover in Episodes 4, 5, 6, and 7 in scene\monteX.szs\scene\aminoko.

Secret Stages

  • The water strider enemy called Skeeter is present in the files of Delfino Plaza's toxic water lilypad stage in scene\dolpic_ex4.szs\scene\amenbo, but the enemy itself 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 scene\coro_ex0.szs\scene\mapobj\allpurposeturnblocky.bmd, red turning blocks are unused in Pinna Park's second secret stage in scene\sirena_ex1.szs\scene\mapobj\allpurposeturnblockr.bmd, and both blue and red turning blocks are unused in Noki Bay's secret stage in scene\rico_ex1.szs\scene\mapobj\allpurposeturnblockb.bmd and scene\rico_ex1.szs\scene\mapobj\allpurposeturnblockr.bmd, respectively.