Super Mario Sunshine
|Super Mario Sunshine/en|
This game has unused animations.
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 Removed Maps
- 4 Debug Cubes
- 5 "Dolpic" Poster
- 6 Leftover mario.MAP file
- 7 Obscured Map Text
- 8 Sequence List
- 9 Shadow Mario HP Meter
- 10 Unused Goop Function
- 11 Unused Multiplayer Functionality
- 12 Unseen 3 Digit Life Counter
- 13 Unseeable Shine Spawns
- 14 Unused Pollution Effects
| Regional Differences|
Apparently, they could never agree on a consistent logo.
| Unused Animations|
Toadsworth was actually quite agile.
| 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?
| Unused Audio|
This is a pretty common trend with 3D Mario games.
| Unused or Early Graphics|
Check out some unused, early, and even hidden graphics.
| Unused Objects|
Remember that weird monster from Spaceworld 2001? Yeah, that's in here.
| 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.
| Cutscene Oddities|
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.
The Test Map
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 although being present in the European version, most of the contents were removed most likely to save space.
HF27-CKA7-1DDRU 20HJ-60TP-QDC1E 1FW6-Y8R2-7KMEK 30TN-X6Q4-2VVEZ
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.
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 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.
Additionally, various secret stages were removed:
These may have been cutscenes for Pinna Park.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: AR code to display these manually.
In the secret stages, there are grey debug cubes which represent the paths for the red, blue, and multicoloured cube platforms that are normally invisible. However, they become visible when played in some versions of the Dolphin emulator as shown to the right.
While this unlocalized poster that reads "Dolpic" is used in Hotel Delfino, it shows an early version of Isle Delfino. As one can see, Pinna Park's island is connected to Isle Delfino, which makes sense considering Pinna Park was going to have a train station as mentioned here. Another thing to note is there is an island that has a bridge to what appears to be the early Delfino Plaza from the Spaceworld 2001 trailer. Early Isle Delfino in all its entirety cannot be seen however due to parts being obscured by the Boo drawing.
Leftover mario.MAP file
There is a 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. An address map exists for every country, though the NTSC-U version can only be found in the Korean release. The map is used for the internal exception handler.
|Download MARIO.MAP Linker Address Map
File: MarioMAP.7z (1.12MB) (info)
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 of the map is perfectly legible, the second (guide_tx_2.bti) is partially obscured by a simple boat animation. The table above illustrates how the text is seen in-game with the obscured portions marked in bold.
File: SMS-mSound.asn.zip (62.6 KB) (info)
AudioRes\mSound.asn is an unused file that contains data about sequences, including names for them.
Shadow Mario HP Meter
Add codes for NTSC-J and PAL versions.
Shadow Mario has a function called drawHPMeter. If its timer is set to anything other than 0, an HP meter will display for that amount of time upon him taking damage.
0403fd94 60000000 0440FA90 RRGGBBAA
- The following color values on the second line present the RGBA to the HP meter:
RR = Red GG = Green BB = Blue AA = Alpha
Unused Goop Function
Add code for NTSC-J version.
Previously seen in promotional footage, Mario's entire model could be covered in goop, excluding his eyes. This can be observed in both the International, and European versions with the following Action Replay codes:
EVJB-BH5N-WKDX7 9AUG-4A1G-YCF23 NJ82-ADD7-XT0QN HC1H-XBAH-HJUD0 QZV3-B2GD-8RZE0 RZKD-E472-ZNMC8 PFV0-U7DG-K6HU4 M80D-0RVE-DP4BG
9VQ4-YJDZ-1AYJ0 VY33-ZCX4-MY80T V1U2-4H5A-JDRYD PN92-YB5D-DJU31 W1V6-JYMZ-5UZA1 RZKD-E472-ZNMC8 N5CE-CF8R-RB82M 2AHC-1BH2-B2M7D
Unused Multiplayer Functionality
It would appear that at some point there was a multiplayer mode planned, as 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 function using an unused multiplayer behavior. This camera behavior can be activated in the European version with the following Action Replay code: 042A8B34 38600001.
Another class called TCameraMultiPlayer was also implemented at one point, but was removed, and instead the multiplayer camera functionality was coded into the CPolarSubCamera class. This class has functions called ctrlMultiPlayerCamera, addMultiPlayer, removeMultiPlayer, and createMultiPlayer. Another class named MultiPlayerData is stored in the CPolarSubCamera class, which holds a few floats relating to the camera.
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 and will sometimes go right through the level geometry. Moving the C-Stick only makes very subtle camera movements, but not enough to rotate it. If Shadow Mario is despawned, the camera will fixate on 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.
Additionally, there is an unused multiplayer feature that allows Mario to pick up Shadow Mario and vice versa. For it to be enabled, collision must be applied to the EnemyMario and EMario actors.
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.
|Bianco Hills: Dirty Lake Secret||100 Coin||It's impossible to trigger the Shine in this stage because there's not a single coin.|
|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.|
|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.|
Unused Pollution Effects
There are many different styles of Pollution, with three unique effects for when Pollution is walked on: Electric, Muddy, and Fire. However, there are a few unused Pollution effects that can be hacked in-game by changing the properties of the Pollution through the Dolphin emulator's debugger.
|Effect 0||Mario begins to sink slowly upon contact with this Pollution, losing 2HP per second as he sinks.
|Effect 3||A strange Pollution effect that prevents Mario from traversing under and circumstances upon contact, however he's still able to move vertically.|
|Effect 5||This Pollution effect kills Mario instantly upon contact.|
|Effect 6||"It just stains clothes"...|
|Effect 7||An unused duplicate of Fire Pollution.|