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Super Mario Sunshine/Unused Objects

From The Cutting Room Floor
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This is a sub-page of Super Mario Sunshine.

test11.szs

Unused Sky

SMSearlysky.png

An early sky model can be located in scene\map\map\sky.bmd, though it is not actually used by the map. This sky model can be seen in the earliest screenshots of the game, including the Spaceworld 2001 trailer.

Ice Cream Cart

Found in 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, allowing Mario to jump off of it like a trampoline. Mario can also go through both the front and back of the cart, which will result in him being in the ice cream cart. It's possible that at one point Mario was able to push the cart, however the cart's wheels have no animations for moving; the concept of a mobile trampoline is used in the final game for a blue springboard in Noki Bay that Mario can carry around.

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

Soccer Ball and Goal

Found in scene\mapobj, these objects are named soccerball.bmd and soccergoal_model.bmd respectively. Although neither of these objects were seen in any early decumentation 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.

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

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 Cans

Two drum cans labelled drum_can_crash_model.bmd and drum_can_model.bmd can also be located in scene\mapobj. 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 can.

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

Door

Located in scene\mapobj\door.bmd. This door model has four animations that are used by doorhotel, Hotel Delfino's used doors. This door exists in the test level and does work as intended... except its animations don't play when Mario opens them and if Mario ground-pounds while in front of the door he will open it.

Although this door would fit in with Hotel Delfino, there's no evidence in early documentation 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 was used in Hotel Delfino at some point is that it's present in the scene\mapobj folder of every Hotel Delfino map except delfino3.

Door Model door_open_l door_open_r door_kick_l door_kick_r
MarioSunTestDoor.png
SMSdoor1.gif
SMSdoor2.gif
SMSdoor3.gif
SMSdoor4.gif
(Source: Catley, Zeek)

Rock Block

Found in scene\mapobj are two Rock Block models labelled breakable_block.bmd and breakable_block_break_model.bmd. Appearing in various sizes, this rectangular Rock Block has the same function as the watermelon block - being destroyable via a ground-pound. It has one animation named breakable_block_break.bck, which is for breakable_block_break_model.

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

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.

SMSWaterollblock.png

Toad's Sunglasses

Toad has an unused model called kinopio_sunmegane.bmd. Given the name and appearance they seem to be sunglasses, but none of the Toads ever wear sunglasses.

SMSToadsunglass.png

Egg Generator

Two paper-thin drawings of an egg referred to as "Yoshi Egg Generator" by the object list. These Egg Generators appear in the directory scene\egggen in some stages.

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

Manta Rays

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.

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

Gate Shell

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).

Model Animation
SMSgateshell.PNG
SMS GateShell.gif

Goop Gate Portals

Hmmm...
To do:
  • The portals can be hacked in-game, but they don't show up. (Video footage needed.)
  • Investigate the Monte Portal. The bones are stretched out for really no reason, and because of this it acts a little different than other portals.
Monte Village
Mare Bay

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 since 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. 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 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 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.

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.

Mask Texture
SMSgatemaskcircle.png
SMSEarlyPortal.png
(Source: Super-Xnot)

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.

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" that feature incredibly faint ripples.

King Boo Ball

SMS-btelesa ball.gif

Located with the King Boo model in Sirena Beach Episode 5's boss map delfinoBoss is an unused model of a yellow circle with slightly rounded smiley face graphics hovering off both faces of the circle.

(Source: Inkstar)

White Ball

SMS-whiteball.png

A small white ball model named whiteball, located in /common. This ball model is almost identical to the used circle shadow model (shadowcircle), so it's likely just an extra copy of the used shadow.

(Source: Inkstar)

Half White Ball

SMS-halfwhiteball.png

A very small white ball model named halfwhiteball, located in /common. This model is exactly the same as the above one, just exactly 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. 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, so they don't call to use these four mirror models. Oddly, these unused mirrors have a slight white/light-blue color gradient when they're beside eachother. The first three mirrors are identical sets of three small mirrors which are spaced apart from each other. Each set of three mirrors connect to each other, forming a slight curve of mirrors. The fourth mirror is a rather large and slightly curved one that's close to the other three.

(Source: Inkstar)

Unused Blocks

File Select Brick Block

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

Model Animation
SMSfileloadblockojama.PNG SMS fileloadblockojama animation.gif

File Select No Memory Card Block

SMS-fileloadblocknocard.PNG

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-C blocks will still be used.

Normal Block

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.

Used Unused
SMS-NormalBlockUsed.png MarioSunshine-NormalBlock.png
(Source: Inkstar)

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.

Dummy Nozzle

SMS-DummyNozzle.png

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.

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.

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:
Post the unused sound effects, and get footage that doesn't have a watermark.

This enemy's files were leftover in the test map "test11", 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. 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 a third eye located on 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.

Masked

Mask Model (hinokuri2_mask_model) Right Half (hinokuri2_mask_model_r) Left Half (hinokuri2_mask_model_l) Rattle Animation (hinokuri_mask_hit)
MarioSunshine-Unknown-enemy.png
SMS-Hinokuri2 mask model r.png
SMS-Hinokuri2 mask model l.png
SMS-Hinokuri2 mask hit.gif
Cracked Phase 1 Cracked Phase 2
SMS-h hinokuri mask clack1.png
SMS-h hinokuri mask clack2.png

When placed in certain levels, HinoKuri2 will spawn wearing this skull-like mask with horns over its bulbous head. There are three different mask models: the entire mask, and two halves of the mask. This mask has one animation where the mask rattles. This mask provides more defense for HinoKuri2 when worn, as it protects the enemy from incoming damage.

The mask can be broken by Mario jumping on top of it or spraying it with enough water, causing the mask to crack twice before splitting into two, exposing HinoKuri2 to incoming attacks. When the mask splits in half, it calls the two non-animated half-mask models and drops them downwards.

Sounds

Each sound is located in w2ndLoad_0.

Action Audio Suffix
Unknown
aw_0000037b
Stomp
aw_0000037d
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.

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 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)

Early Boat

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 from 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.

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

Hidden Cloud Layer

In one of the common skyboxes a large diamond-shaped cloud layer spans across the entire sky, though it renders invisible in-game by all normal means. Strangely, this cloud layer reappears if the camera is hacked very far out of bounds. This cloud layer can be seen in a pre-release screenshot of Ricco Harbor as well as during Petey Piranha's encounter cutscene.

Cloud Texture Pre-Release Image Petey Piranha Cutscene
SMS-B sky kumo s.png
SMSprotosky.jpg SMS-HiddenCloudLayer.png

Ricco Ship

SMSriccoship.PNG

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 this 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.

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

Ricco Harbor Cranes

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.col belonging to crane180scene1 and vice-versa.

crazne90scene1.bmd crane90scene2.bmd
SMS crane180scene1.PNG
SMS crane90scene2.PNG
This crane uses the same cab and jib as crane90scene2.bmd,

except attached to the far end of the jib is a plate with sun icons in a circle, which isn't seen in any prerelease images or footage.

This crane is similar to the final crane model, albeit with altered designs for the cab, jib, and cargo lift. It can be seen in the E3 2002 trailer and in this prerelease screenshot.

Shadows

Tree Shadow

Located in common.szs in an unused model of a palm tree shadow labelled "shadowpalm.bmd" with one animation, "shadowpalm.bck". 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 where intended to sway, but unfortunately never was implemented.

Model Animation
SMS-shadowpalm-top.png SMS-Shadowpalm.gif
(Source: Inkstar)

Ball Shadow

SMS-shadowball.png

While round shadows are used, those shadows are entirely different models labelled "shadowcircle" and "shadowcirclelow", leaving shadowball unused.

(Source: Inkstar)

Building Collision

SMS building01.png

Located in bia_ex1.szs\scene\map\map (Police Station secret stage) is an unused collision model for a building labelled "building01.col". This building doesn't fit any stages.

(Source: Inkstar)

"Haunted" Objects

Inside of the game's code are references to an unknown object called HauntLeg. These references include a model in mapobj\hauntleg.bmd, and a parameter file in 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 that have duplicate data in most levels, these objects were specifically put in individual stage files yet go unused in said stages, rendering them as "leftover" data.

Delfino Airstrip

  • Located in dolpic_ex0.szs\scene\hanekuri\dorohane.bmd, 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 dolpic_ex0.szs\scene\clauncher\generator_model1.bmd, yet it also goes unused in the stage.

Bianco Hills

  • Episode 3 contains files for Boos in bianco2.szs\scene\telesa\telesa.bmd. 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 delfinoBoss.szs\scene\mamegesso.
  • An unused duplicate of the FRUIT machine switch model and pressing animation can be found in the "mapobj" folder under the name "riccoswich", with a missing letter "T" in "switch". The used switch goes by the correct name "riccoswitch".

Noki Bay

  • Jumping Bloopers are also left over Episode 8's Red Coin Fish map at mareUndersea.szs\scene\mamegesso.

Secret Stages

  • 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 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.