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This page is a translated version of the page Super Mario Sunshine and the translation is 15% complete.

Title Screen

Super Mario Sunshine/ja

Developer: Nintendo
Publisher: Nintendo
Platform: GameCube
Released in JP: July 19, 2002
Released in US: August 26, 2002
Released in EU: October 4, 2002
Released in KR: December 14, 2002

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.

スーパーマリオサンシャインは箱庭系のアクションゲームであり、それに南の島と喋るポンプがあるという点を除くとSuper Mario 64にとても似ている。そしてこのゲームはクッパの目障りな息子、クッパJrの初登場作品でもある。

To do:
  • Unused parameter files (prm) and unused text in parameter files
  • There is still some unused audio undocumented.
  • The .sb event files in map\sp folders might reference unused events.
  • Unused effects (.jpa)
  • Camera functions
  • Spawns, Map objects, and more
  • Check to see if there is more unused text.
  • More unused animations
  • More oddities
  • More oversights
  • More naming oddities (files, archives, internal, etc.)
  • Various things posted in The Sunshine Hut discord
  • Collision oddities and mistakes: 1, 2
  • Unused boss intro music sequence https://www.youtube.com/watch?v=dTKkWJAKCNo



Sunshine J Title.png




"!!!エラー!!!メッセージをよみこめません!", とりわけ、ドルピック鉄道の謎。


SMS Bianco Hills Misplaced Tree.png


スーパーマリオサンシャインには、test11という名前のテストマップが含まれています。このマップには、リストされているアクションリプレイコードを使用して米国およびヨーロッパのバージョンでアクセスできます。 使用するテクスチャは、他のさまざまなゲームのテストマップのモノを使用している。 例えば、The Legend of Zelda: The Wind Waker。 ここには、さまざまなオブジェクトや地形が含まれており、未使用のサッカーオブジェクトやひのくりの敵などがいる。 このファイルは、例え使われていなくても、初期の空のモデルがある。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.

USA Europe

Early Town Height Map

That's a weird-looking town, I'll tell ya what.

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 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.

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


These may have been cutscenes for Pinna Park.

  • pinnaDemo0
  • pinnaDemo1
  • pinnaDemo2

Debug Cubes

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: AR code to display these manually.
SMS SecretLevel DebugCubes.png

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.

(Source: Dolphin Emulator Wiki)

"Dolpic" Poster


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.png 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.

Stored Seen In-game
SuperMarioSunshine-GCN-guide tx 2.png

Picturesque bays, rolling hills, quaint

villages and more await you... Contact

Delfino Tours to plan your vacation today!

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.

Sequence List

Download.png Download mSound.asn
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.

(Source: MasterF0x)

Shadow Mario HP Meter

To do:
Add codes for NTSC-J and PAL versions.
SMS-Shadow Mario HP meter.png

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.

(Source: MasterF0x)
0403fd94 60000000
  • 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

To do:
Add code for NTSC-J version.
MarioSun DirtyMario.png

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:

USA Europe

(Source: Ralf@GC-Forever, Catley)

Unused Multiplayer Functionality

Woaaaah, look at that camera aperture!.

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.

So close you can count the pixels.

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.

(Source: Ralf@GC-Forever, Catley, Gamma, shibboleet)

Pickup Function

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.

(Source: Miluaces)

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
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.

Value Description
Effect 0 Mario begins to sink slowly upon contact with this Pollution, losing 2HP per second as he sinks.
  • The two sinking animations that occur though the sinking proccess are unused, as well as some of the damage noises Mario makes.
  • This pollution effect technically exists in the test map, however it is not functional as it's pollution layer is too high above the floor to function.
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.
(Source: Noki Doki)