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This article pertains to the beta elements of Super Mario Sunshine.

Unused Animations[]

Characters[]

Animation Character Filename Description
SMS ma demo gate in
Mario ma_demo_gate_in Judging by the file name (and text that is used in the final game to another animation if filed under "ma_demo)get_out"), it's most likely an unused animation of Mario entering a stage.
SMS ma sinking
Mario ma_sinking Similar to the quicksand sinking animation from Super Mario 64, this unused animation for Mario is for when he walks on the unused "Quicksand Goop".
SMS ma sink down
Mario ma_sink_down Relating to the sinking animation where Mario's final sinking state is where he completely submerges under the "Quicksand".
SMSToadrun
Toad kinopio_run Toad running normally, however the only time Toad runs is when he's worried.
SMStoadsworthFall
Toadsworth kinoji_fall Falling animations usually relate to when NPCs are sinking into goop, which cannot happen to Toadsworth as he is immune.
SMStoadsworthSit
SMStoadsworthSitalk
Toadsworth kinoji_sit

kinoji_sittalk

These go unused since whenever Toadsworth sits, he only uses his worried sit animations.
SMStoadsworthWalk
SMStoadsworthWorrywalk
Toadsworth kinoji_walk

kinoji_walkororo

Normal and worried animations of Toadsworth walking. These animations go unused since Toadsworth never moves from his set position once in-game. He does however walk in the opening cutscene.

Enemies[]

Animation Character Filename Description
N/A Jumping Blooper run1

run2

The Jumping Bloopers, from Eicco Harbor, have animations of getting out of the water (run2) and hopping around on land (run1). As the filenames suggest, they would've also appeared on land. The files are even included in King Boo boss battle room (for Sirena Beach) and Coin Fish episode (Noki Bay) suggesting that they were planned to also be in that level before being scrapped for whatever reason.
SMS Blooper swimming
Blooper surf1 At one point in development, the Bloopers were originally not always when die when they exit the water. (Odd name for a filename though)
SMS-Gatekeeper-Animation
Proto Piranha gene_pakkun_towait2 A leftover animation from the E3 2002 Demo of a Proto Piranha tilting its head after being awoken.
SMSPeteyland
Petey Piranha bosspaku_land Petey Piranha is only airborne in Episode 5 of Bianco Hills. Once he's in the air, the player must then get him down using F.L.U.D.D. or he'll continue his flying cycle or shoot goop balls at you. Because of that, this would never get used.
SMS-ChainChompAnimation
Chain Chomp bwanwan_wakeup As the filename suggests, this is a animation of the Chain Chomp waking up. Where it's purpose of being used though is practically unknown.
SMSgeneratorwait
SMSgeneratorhurt
SMSgenertorangry
SMSgenertordead
STU Generator N/A A drawing (which spawns Strollin' Stus) was originally going to be alive and animated to some degree. It has four texture animations, each making use of alternate textures. The first image is used for just it's normal state. The second one is for when the generator is being hurt. The third one is for after the generator has taken damage, thus entering it's angry state. And the fourth one is for when the generator dies.
SMS-CooCoo Down
SMS-CooCoo Fall
SMS-CooCoo Fall End
Coo Coo N/A Coo Coo contains a few unused animations. One for a landing animation, and another two relating to an alternate spinning falling animation as opposed to the regular minor drop in elevation that occurs when Coo Coo is sprayed with water.

Objects and Miscellaneous[]

Animation/Image Object Animation Name Level Filename Description
N/A Unknown Boat Animation Delfino Plaza shipdolpic.bck An animation, which has a slightly earlier version during the game's development, having an unused animation with a bouncing awning.
SMS sandleaf set
SMS sandleaft end
Sandleaf Gelato Beach sandleaf_set

sandleaf_end

In the final game, the sandleaf raises a staircase upon being sprayed with water. The only animations it uses though is a gentle idle wobble and a fast wobble (when sprayed). Although the "sandleaf_set" animation would have some sense to be made used (via having either a cutscene or objective for it to appear), the "sandleaf_end" is clearly unknown.
SMS PinnaDoorAnimation
Door Opening Pinna Park pinnadooropen.bck An animation of the door starting out closed and then opening up. However, Pinna Park's door is always either closed or already open, leaving this animation unused in all standards.
SMS-glassbreak
Glass Panel Shatter Hotel Delfino N/A The glass panels in level never shatter upon being ground-pounded instead they rather disappear with a puff of dust, rendering this animation unused.
Panel break
Blue Panel Shatter Hotel Delfino N/A Just like the Glass Panels, the Blue Panels for the attic in the level also never shatter upon being ground-pounded instead they rather disappear with a puff of dust, rendering this animation unused.
SMS-ChainChompChainGold
Gold Chain Pinata Village N/A An unused animation which colors Chain Chomp's chain gold. When the Chain Chomp gets cooled off in the bath, its body changes from black to gold. However, its chain despawns which then makes this animation go unused.
SMS-FlagSmol
Pinata Flag N/A monteflag The Pianta flag used when racing Il Piantissimo has one unused waving animation, which is identical to the final waving animation just smaller.
N/A Dummy Camera Files N/A dummy0.bck

dummy1.bck

dummy2.bck

dummy3.bck

dummy4.bck

dummy5.bck

dummy6.bck

dummy7.bck

dummy8.bck

dummy9.bck

dummy10.bck

dummy11.bck

dummy12.bck

dummy13.bck

dummy14.bck

dummy15.bck

dummy16.bck

dummy17.bck

dummy18.bck

dummy19.bck

20 empty camera animation files, obviously related to testing the camera.

Unused Objects/Models[]

Gameplay Objects and Decorations[]

Image Animation Object Name Filename Description
SMSearlysky
N/A Unused Sky scene\map\map\sky.bmd An early sky model for Delfino Square. This can be seen in early screenshots (even in the Spaceworld 2001 trailer) of the game
MarioSunIceCream
SMS ice cream cart
Ice Cream Cart scene\mapobj\yatai.bmd Can be loaded when booting up the Test Level, allowing Mario to jump on top from the canopy like a trampoline. Unfortunately, there is no collision associated within this object. It's possible that Mario was able to push the cart at one point during development, 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. This cart can be seen in the Spaceworld 2001 Teaser as well as the E3 2002 Demo.
MarioSunshine-TestGoal
Sunshine Soccer
SMS soccergoal
Soccer Ball and Goal soccerball.bmd

soccergoal_model.bmd

As one would expect, the player can kick the soccer ball arround. 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. In the Spaceworld 2001 Trailer, an all-white ball (similar to the Soccer Ball) is all that was seen.


Although these objects are unused, the concept of it still exists in the final game. In Delfino Plaza, Mario can kick three durians into a basket for collect a Blue Coin.

MarioSunDrum1
SMS Drum Can Crash Animation
Drum Cans drum_can_model.bmd

drum_can_crash_model.bmd

Two Drum Can models, with one of them having an animation of it being crushed.
MarioSunTestDoor
SMSdoor1
SMSdoor2
SMSdoor3
SMSdoor4
Door scene\mapobj\door.bmd

door_open_l

door_open_r

door_kick_l

door_kick_r

This door model has four animations that are used by "doorhotel", which are the filenames relating to the ones used for Hotel Delfino.


In the Test Level, it does work as intended. However, its animations never play when Mario opens them. If the player decides to ground-pound while in front of the door, it will then open.

SMS Rock Block
SMS rockblock breaking
Rock Block breakable_block.bmd

breakable_block_break_model.bmd

Appearing in various sizes, this rectangular Rock Block has the same function as the watermelon block. And by the filename it suggests, it can be destroyed with a ground-pound. They can also be seen stacked on top of one another.
SMSWaterollblock
N/A Water Roll Block water_roll_block Viewing it in the level editor for the Test Level, it shows that it was supposed to appear in that level. However, it never does.
SMSToadsunglass
N/A Toad's Sunglasses kinopio_sunmegane.bmd At one point in the game, some Toads would've been seen having sunglasses on. However, this never happens.
SMSgenegg green
SMSgenegg purple
SMSgenegganim
Egg Generator gene_egg_model1

bad_gene_egg_model1

gene_egg_appear1

Two paper-thin drawings of an egg referred to as "Yoshi Egg Generator", where they can be seen in some levels in the stage directory.
SMSgatemanta
MarioSunshine-Gatemanta-Animation
Manta Rays gatemanta A trio of shadowy manta rays that would've originally meant to be seen in Pinna Park. They seem to be based on the model used by Phantamanta, so they are rather high-poly and textureless.
SMSgateshell
SMS GateShell
Gate Shell maregate

gateshell.col

gateshell.bck

pinnaBoss0.szs\scene\mapobj\gateshell.bmd

pinnaBoss1.szs\scene\mapobj\gateshell.bmd

The bone (maregate) indicate this was originally going to be the way to enter Noki Bay.
SMSMonteportal
SMSMareportal
N/A Goop Gate Portals 05_gate04monte.bmd

05_gate05mare.bmd

In Pinna Park's files, there exist two unused portals that lead the player to either Noki Bay or Pinata Village (which were replaced by a Red Pipe and Mario looking into the sky). Although there are never gateways to other levels at all throughout the game, the portal is different compared to the one used in the final game.
SMSgeneratorproto
N/A Early Stu Generator N/A An early version of the pile-of-goop generator, consisting of five nearly-flat rings using this texture. None of its proper animations are included, along with the animations in the final game not being compatible due to using a different number of joints.
SMSball
N/A Marble Hemisphere ball.bmd A hemisphere made of marble, which is located within the map files for the Corona Mountain boss fight.
SMS-btelesa ball
N/A King Boo Sphere N/A A yellow circle with slightly rounded smiley face graphics hovering off both faces of the circle, found in the graphics of Sirena Beach for... well, King Boo.
SMS-whiteball
N/A White Spheres whiteball

halfwhiteball

An unused small white, located in the "/common" files. This ball is identical to the used circular shadow model, so this white ball is likely just an copy of the used shadow. There's another white ball, but it's only half the size as this one.
SMSpuddle
H mizutamari noise i4
N/A Mirrored Windows/Puddles mirror00

mirror01

puddle_ind00

puddle00

There are four mirrors, two of which are likely windows, with the third and fourth ones being two puddles (one with a rough surface and the other with no texture at all).


The fact that both the window-shaped mirrors are facing towards each other suggests that they were once belonged to a map with multiple buildings that were like Delfino Plaza.

SMS-GelatoBeachMirrors
N/A Gelato Beach's Mirrors mirror0.bmd

mirror1.bmd

mirror2.bmd

mirror3.bmd

The first three sets of mirrors are identical, forming a slight curvature when connected to each other. The fourth mirror is rather large, being slightly curved and near the other three.
SMSfileloadblockojama
SMS fileloadblockojama animation
Brick Block option.szs\scene\mapobj\fileloadblockojama An unused variant of brick block which would've been used for the file select screen (judging by it's animation). Maybe this could've been an alternative block that would've been used for deleting a Save File?
SMS-fileloadblocknocard
N/A No Memory Card Block option.szs\scene\mapobj An unused block meant for the menu screen when the player could've had an option to not save the game (whenever a memory card is plugged into it).
MarioSunshine-NormalBlock
SMS-NormalBlockUsed

Image shows the block that is used in the final game.

N/A Normal Block 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 related to an earlier variant of this model.
SMS-YoshiNozzle
N/A Yoshi Nozzle yoshi_wg.bmd A low-poly Yoshi head. When hacked into the game, it has no animations and is also pointing upwards by default.
SMS-DummyNozzle
N/A Dummy Nozzle dummy_wg.bmd Uses the same model as the Squirt Nozzle, except it doesn't have a neck, has less bones, and is been rotated to almost 180 degrees.
N/A N/A Sniper Nozzle params.szs\mario\watergun\nozzlesniper.prm With the string defining its parameters, the file itself is never loaded by the game. The Sniper Nozzle is 100× more powerful than the standard Nozzle, requiring a charge time, and has a larger hit radius. This idea might've been taken into Splatoon with the Ink Sniper weapons.
SMS earlyboat
Super Mario Sunshine Shipdolpic2
Early Boat shipdolpic2.bck An early boat model for the second episode of Delfino Airship. It has an unused animation which lifts the roof up and down
SMS-Unused Cloud Layer
SMS-B sky kumo s
N/A Hidden Cloud Layer N/A In one of the common skyboxes, there exists two large cloud layers which span across the entire sky (one for distant fog and another for the clouds in the sky). Originally meant to be seen in Ricco Harbor, it can be added back into the game using hacks. It was seen in a Pre-Release Screenshot of the game.
SMSriccoship
N/A Wooden Boat riccoship.bmd An unused wooden boat meant for Ricco Harbor, appearing to be medium size. There is a similar wooden boat with the same function as the unused boat in the final game, but that boat doesn't appear in Ricco Harbor.
SMSriccoshiplog
SMS riccoshiplog ingame
N/A Log Ship riccoshiplog.bmd A ship carrying a load of logs on a ship, meant to be used for Ricco Harbor. Although the logs has some collision in them, it makes a metal surface sound effect than a wooden sound effect.
SMS crane180scene1
SMS crane90scene2
N/A Cranes crane90scene2.col

crane180scene1

Two unused crane models meant for Ricco Harbor. One with a circular plate and another with metal platform (looking more closely to the final design)
SMS-shadowpalm-top
SMS-Shadowpalm
Tree Shadow shadowpalm.bmd

shadowpalm.bck

An unused model of a palm tree shadow, having only one unused animation. The tree shadows in the final game are map graphics rather than models and are inanimate.


Compared to the ones used in the final game, this tree shadow doesn't show the pointy edge of the leaves that the used palm tree shadows show.


The animation seems to show the palm tree swaying, meaning that it was possibly going to have the palm tree leaves and their shadows intended to sway during development. However, this was unfortunately never implemented.

SMS-shadowball
N/A Ball Shadow shadowball While round/circular shadows are used in the final game, those shadows are entirely different models as they're labelled "shadowcircle" and "shadowcirclelow". Because of that, this shadow model goes unused.
SMS building01
N/A Building Collision building01.col An unused collision model for a building, which is located in the files of the Police Station Special Stage. It's unknown what it was intended to be used for as (along with anywhere else in the game) it doesn't fit in any in the level.
N/A N/A Unknown Haunted Objects HauntLeg

mapobj\hauntleg.bmd

map\enemy\hauntLeg.prm

TWalkingEnemy

HauntLegManager

HauntedObject

In the game's code, there are references to an unknown object called "HauntLeg", which also includes references to the model and a parameter.


This code also implies that it would've been an enemy where it would basically walk up to the player and jump a bit upon it approaching to the Mario (It also had basic animations for dying, waiting, and appearing).


There's even a manager file showing that it would've contained functions relating to a drawing of that model, revealing that this object would've walked on a path as it looks for a path named "main".


Other than that, there's also a base class named "HauntedObject" which would've likely served as a base for more haunted objects (being that it does not load any models).

Enemies[]

HinoKuri2[]

An unused enemy filed under name HinoKuri2 (translating into Fire Chestnut). This was seen in the Spaceworld 2001 Trailer in two appearances. The enemy stomps around shaking the ground, and spawns Strollin' Stus and eggs containing Swoopin' Stus from the cone-like nozzle on its rear. If Mario is hurt by the enemy, F.L.U.D.D. will then lose some water. It also has animations for diving underwater if it either touches a wall or falls through the ground. The enemy can be spawned into the Test Map.

Image Name Filename Description
20131103172715!SuperMarioSunshine-HinoKuri
SuperMarioSunshine-HinoKuri
HinoKuri2 (Maskless) test11.szs\scene\hinokuri2 Upon the enemy spawning in, the model will be in an egg-like shape. With some modding, it's original design can be restored.
MarioSunshine-Unknown-enemy
SMS-Hinokuri2 mask model r
SMS-Hinokuri2 mask model l
SMS-Hinokuri2 mask hit
SMS-h hinokuri mask clack1

Cracked (Phase One)

SMS-h hinokuri mask clack2

Cracked (Phase Two)

HinoKuri2 (Masked) hinokuri2_mask_model

hinokuri2_mask_model_r

hinokuri2_mask_model_l

hinokuri_mask_hit

When placed in certain levels, HinoKuri2 will have a skull-like mask on it's head when spawned in. The mask has only one animation where it rattles. This mask provides more defense for HinoKuri2 when worn, protecting itself from incoming damage.


The mask can be broken by the player either jumping on top of it or spraying it with enough water, causing the mask to crack twice before splitting it 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 towards the ground.

Sound Effects[]

Sound effects also exist within the game's files for this enemy.

Audio Clip Action Filename
Unknown aw_0000037b
Spawn aw_00000381
Spawn aw_00000385
Stomp aw_0000037d
Stomp aw_00000393
Stomp aw_00000394
Faint aw_00000387
Faint aw_00000388
Faint aw_0000038a
Faint aw_0000038b

Kug[]

A paper-thin living drawing of a Goomba located in the files of Pinna Park, having five animations and only one texture available. According to the filename, it was originally used as a test enemy. This enemy almost has somewhat of a relation to the Paper Mario series.

Image/Animation Filename
SMSkug
test enemy
SMS Kug Default
default
SMS Kug kug dbk
kug_dbk
SMS Kug kug dmg
kug_dmg
SMS Kug kug jbd
kug_jbd
SMS Kug kug jfd
kug_jfd

Dorokuri[]

A Green Varient of the Strollin' Stun found in the files for the King Boo battle. Originally, when spawned in. it would've stolen steal Mario's hat like Swipin' Stu. However, the properties will not work as killing it will not give Mario's hat back.

Image Filename Description
SMS-dorokuri
dorokuri

delfinoBoss.szs\scene\dorokuri

Although both the Strollin' Stus and Smolderin' Stus enemies appear in the King Boo battle, DoroKuri is never spawned making this enemy unused.

Unseen Object Features[]

Although these features are not technically unused, they are unseen by the player's view upon normal gameplay.

Image Name Description
SMSeelymouthanatomy
Eely-Mouth's Belly The giant eel boss has its esophagus and stomach modeled with a significant amount of polygons. Even though one of its attacks involves Mario being swallowed Mario, the camera never follows him inside making the insides never seen in normal gameplay. The developers probably had a different idea with this, somewhat being more like Super Mario World 2: Yoshi's Island with the Froggy boss battle.
SMS-bgesocork
Gooper Blooper's Cork The side of the cork Gooper Blooper has in its mouth in the first part of the boss fight. On the side of the object, it says bgeso_kolk and bgeso_kolk_break, which is either either "bsgeso kolk" or "bsgeso 2002". Since most of the cork is in Gooper Blooper's mouth and it breaks almost immediately upon being pulled out, this cannot be seen clear enough by all means.
File:Paint.png Il Piantissimo's Face While Il Piantissimo never removes his mask, he does have a complete face, which can be seen if the player removes his mask via hacking or other methods. Interestingly, Piantissimo's face resembles the Running Man from The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask, but with an angrier expression, darker skin, and a goatee.
N/A NamekuriLauncherManager The pile-of-goop generator that spawns Strollin' Stus has an unused manager for spawning Swoopin' Stus.

Unused Graphics[]

Main Graphics[]

Image Filename Description
SMScoronabanner
select.szs\timg A banner for Corona Mountain. However, there is no episode for this level.
SuperMarioSunshine-Sandplane
sandplane.bmp Unknown.
SMSmonte sunglass flame
monte_sunglass_flame.bti An unused pair of sunglasses most likely meant for Piantas, as the filename is prefixed with "monte", which translates to "Pianta". They look similar to the scrapped sunglasses for the Toads.
SMSmonte sunglass glass
monte_sunglass_glass.bti Another unused pair of sunglasses also likely meant for Piantas.
SMSoption sunglass
option_sunglass.bti This pair was likely meant to be used in the Options menu, being prefixed with "option". It's unknown what it would be used for however.
SMS-windows bubble02
windows_bubble02.bti An unused bubble ,with a similar appearance to the option bubbles in the File Select options menu. Judging by the filename, it's most likely another option bubble that would appear in the game.
SMS-MossyBlock
D_wall00_IW.dds An unused mossy wooden block texture, which was meant to appear in the Petey Piranha windmill battle map for Episodes 1 and 2 of Bianco Hills.
SMS-thousetable
SMS-TableclothMissing
THouseTable.dds A red tablecloth graphic, which was supposed to appear on the treehouse tables in Gelato Beach.

Early Graphics[]

Image Filename Description
MarioSunshine-DoorBlue
N/A Although the blue doors are seen throughout Delfino Plaza (and some in Ricco Harbor), none of them have this kind of shading on it.
MarioSunshine-DoorPainted
N/A A blue door, but with colorful goop painted across it.
SMSArrow.bti
N/A A very early version of an arrow.
MarioSunshine-TankName
N/A Early text for the water tank HUD label.
MarioSunshine-NGCLogo
N/A Possibly used when starting up the game in early development.
SMStitleM
N/A The one that is used in the final game is triple the size compared to this one.
SMSBlueCoin2
N/A A smaller version of the Blue Coin icon, which is in the files for the File Select Screen.
SMS Saveblock nobolts
N/A An unfinished version of the File Block texture, which missing the corner bolts compared to the 3D Model that used in the final game.
MarioSunshine-Startmenu
pushstart.bti j_pushstart.bti Possibly an early version for the start up screen before being finalized. The Japanese version has the text 75% larger than this one here.
SMSjface
j_face.bti A badly cropped Mario silhouette.
SMSjtitlebl
j_titlebl.bti A partially messed up shadow of a title screen, where only "Super Mario" is seen leaving "Sunshine" absent.
SMS-BlueOverhang
A_obja09.dds An unused light/dark blue striped overhang graphic, which can be seen in early footage and screenshots of the game.
SMS-a ship05 s
A_ship05_s.dds In the specular map for Ricco Harbor's ships, the design of the flag holders (top-right) is completely different from it's final design.

Letters[]

Image Description
SMSBig tx r.bti
Was meant to be used for the "READY" Header. Although it goes unused in the Japanese and International releases, it is used in the PAL Versions.
SMSBig tx d
Was meant to be used for the "READY" Header. Although it goes unused in the Japanese release, the International version has it used for the "TOO BAD!" header while the PAL version was used for multiple translations.
SMSBig tx y.bti
Was meant to be used for the "READY" Header. Unlike the "R" and "D", this goes unused in all versions of the game.
SMSBig tx m.bti
Meant to be used for the "MISS!" header in the International release, but was replaced with "TOO BAD!". Because of that, the "M" goes unused.

Delfino Airstrip Graphics[]

Image Filename Location Description
SMSWelcome
A_port_ji03.dds Runway A "Welcome" graphic, indicating that the runway was likely supposed to be imprinted somewhere along the area.
SMSGyroid
N/A Waiting Room A Gyroid from Animal Crossing.
SMS-AirstripPiantaF
N/A Waiting Room Intended to be used as a pot texture. However, a male version is used having the female version unused.
SMS-AirstripTileGreen
N/A Waiting Room A pad for the reception desk. Although this graphic is technically used, but not accessible by any normal means as it is located in the hidden waiting room.
SMS-AirportColors
N/A Waiting Room These colors are also technically used, but are also located in the hidden waiting room which is supposed to be textureing three shapes on a table.
SMSPlanereflection
B_windowsky Airplane Reflection Although this texture is used on the plane's windows to reflect the sky, it is never seen completely in it's full form.

Guide Map Graphics[]

Image Filename Description
SMSguidearrow
guide_arrow.bti A never ending arrow.
SMSguideBlueCoin
guide_blue_coin.bti A crude graphic of a blue coin. It's purpose is unknown.
SMSsc mark0.bti
guide_sc_mark_0.bti The first scenario mark of the set. It's specifically made for the guide, even though scenario marks aren't used for it.
SMSsc mark1.bti
guide_sc_mark_1.bti The second scenario mark of the set, having this a different design than the one used in-game. The one used is shaped like a Shine Sprite, while this graphic here is a sun.
SMSGuide x
guide_x.bti A basic "X", maybe to a Shine Sprite location?

Unused Pollution Maps[]

In the final game, pollution maps were used as uses bitmaps to keep track of goop with a corresponding model to hold the bitmap. In the game's files, there are some that go unused for many of the rooms (mostly the secret levels).

Test Map[]

Image Filename Description
SMSpollution00
pollution00.bmp Shows a shape resembling HinoKuri2.
SMStestpollution
A_kuri512_2.dds Shows a shape silhouette of Kug.

Bianco Hills (Early)[]

Image Description
SMSpollution
Vaguely shows a few random enemies, being a Piranha Plant, Twister, and Goomba. While the Twister enemy is seen in this final game for the level, and the Piranha Plant being a possible placeholder for Petey Piranha, there are no Goomba enemies for this level whatsoever.
SMSpollutionblue
An odd creepy-like pollution map, purpose or ideas unknown.
SMSprotobianca
An early design for Bianco Hills, which can be seen in a viewing model if one decides to reveal it without the texture. The level layout, goop textures, and map can all be seen in some early footage of the game.
SMS earlybiancosplotch
Appears to be four splotches of dots.

Ricco Harbor (Early)[]

Image Description
SMSriccomap
A bunch of random splatters of goop.
SMSgoopspec
Unknown, but has interesting art into it.
SMSriccopollution0

A very early version map layout of Ricco Harbor.

SMSriccopollution1

A second early version layout of Ricco Harbor.

The earliest layout lacks a fountain, has different buildings, and has a rounded ledge with no wooden platform. Though the second revision is similar to the final design, it has a smaller ledge on the right side, along with a tiny square platform in both, which moves around between versions before being removed altogether.
SMSriccopollutionused

The final design of Ricco Harbor.

Delfino Plaza[]

The various scenarios of the pollution maps in Delfino Plaza have placeholders that resemble the texture of an early Ricco Harbor pollution map.

Image Event Scenario
SMSdolpicpollution1
Pianta Square Event
SMSdolpicpollution2
First Shadow Mario Chase
SMSdolpicpollution3
Lighthouse Event

Delfino Plaza (Turbo Nozzle Level)[]

Image Map Number Description
SMS Weird Cones
SMS threesplat
Map 1 A goop splatter and two cones. It's possible that this was going to be covered by the graffiti.
SMS splatter2
SMS splat
Map 2 Another goop splatter.
Super Mario Sunshine splatter
SMS bigsplat
Map 3 A bigger goop splatter than the one above.

Bianco Hills[]

These maps are used as the placeholder maps for five pollution maps used in Bianco Hills. There are two of them, one having somewhat of an alternate version, with numbers on them.

Image
SMSbianco00
SMSbianco01
SMSbianco02
SMSbianco03

Ricco Harbor[]

Two pollution maps for the beams, which can only be gooped in the third episode. Judging by this evidence, the developers most likely forgot to remove any pollution coding in this specific level.

Image Episode Description
SMS riccobeams
SMS riccolines
Episode 3 Two pollution maps for the beams, which can only be gooped in the third episode. Judging by this evidence, the developers most likely forgot to remove any pollution coding in this specific level.
SMS ricco4 pollution
Episode 5 A horizontally compressed version of the grafitti on the ground, being right next to Gooper Blooper in Episode 1. If decided to be used, it would've originally fit on the helipad Gooper Blooper is on.

Noki Bay[]

Early Graphics[]

Eight goop stains appear on the cliff wall, for Episode 1. These include an octopus, a boat, a squid, a swirl, a dolphin, a whale, and a bird. In the game's files, four out of the seven mentioned goop stains appear differently compared to the final game.

Image (Early) Early (Final) Description
SMS maremushroom
SMS mareswirl
Originally, the swirl was supposed to be a mushroom. It's unknown why this change originally was made.
SMS maresquid-early
SMS maresquid-final
Although the design is the same, the size is not.
SMS maredolphin-early
SMS maredolphin-final
Though the dolphin has the same outline, the fin is different with an empty dot being present to represent it's eye.
SMS marebird-early
SMS marebird-final
This design here is very different. The dots are different sizes and an empty spot is present to represent an eye.

Unused Graphics[]

All these graphics here go unused for Noki City.

Image Description
SuperMarioSunshine NNBMSpaint
A pollution map that was entirely meant for the underwater portion of Noki Bay. Scribbled in the upper left-hand corner is Japanese text, which translates to "stupid", as washable pollution residing underwater doesn't quite make sense
SMS marepollute00
SMS marepollute01
Two texture pollution map shapes. Though more texture files are found within the game's files, they were all wiped cleaned except for these two. The first is of a basic circle while the other is, yet again, Kug.

Pinna Park[]

In the beach area of the level, there are pollution files in all five of the map files for Pinna Beach, with each of them being exactly the same. This suggests that Pinna Beach (and possibly Pinna Park) was originally going to house goop. They are though separated between two different parts.

Image Pollution Map Number Description
SMS-PinnaBeachPollutionMapL
SMSbianco00
Pollution Map 1 The first part of the pollution map would've covered the sand surrounding the brick road to the entrance of Pinna Park. It uses a temporary "256.256" texture, which also went unused in an early pollution map of Bianco Hills.
SMS-PinnaBeachPollutionMapR
SMS DummyPollution512x256
Pollution Map 2 The second part of the pollution map would've covered the rest of Pinna Beach's sand and uses an interesting temporary texture of "512.256".
SMS-PinnaBeachPollution
Pollution Maps 1 and 2 This is what it would've looked like if the two were combined together into one.

Sirena Beach[]

Image Level Section Description
SMSgoombapollution
Beach Another pollution map of Kug. In the final game, the shape was a shape of a manta and Boo.
SMSpollutionmap
Beach An early test bitmap, which shows up in most episodes of there being no goop to clean up. The text translates to "alpha, mostly black", with the dimensions for the size being shown above.
SMScasinomask
SMScasinopollutionmap
Delfino Casino The pollution map here is found for an early version of some level. Although it's unclear which other level it would've been, the central structure resembles the platform that Hotel Delfino is on in Sirena Beach. The relatively empty map and off-center position of the geometry indicates that the goop was only covered by a small portion of the level.

Pinata Village[]

Image Description
SMS montegoop
Though Episode 1 has no set goop maps. there is a pollution map found in the game's files. The goop map covers most of the level, so it could either be an early goop layout of Episode 3 or a completely different episode. A noticeable difference here is that there are a few spots for mushrooms that aren't present on the final game.
SMS monte10X
An early design of Episode 6's goop, showing star-like spots. For whatever reason, it also appears in the files for Episode 7.

Corona Mountain (Boss)[]

Image Description
SMSkoopollution
SMSkoopaholes
SMSkoopollution2
This is another common pollution map, which appears in a number of secret room maps as well as the final boss battle map against Bowser. The model for the goop area is a pair of flat planes named "A_airport128.dds" which likely means these flats were originally created for the Delfino Airstrip. The pollution mask is very primitive compared to the rest, meaning this is likely a copy from one of the test maps for the game. Strangely enough, the goop texture that comes with it has holes in the alpha channel, which is named "a_pmetaru.dds", with "pmetaru" being the Japanese translation for "metal".

Unused Music[]

Audio Stream and Cue[]

Clip Name Description
Audio Stream This unused track (which was heard in the Spaceworld 2001) was meant to be used in the demo-play video, but is never loaded into the game at any point as all of the sounds and music are part of the video itself. It was then used in It later sound player for Super Mario 3D All-Stars titled "Opening Demo".
Unused Cue The beginning theme for Spaceworld 2001 Demo. As mentioned before, it goes unused.

Yoshi Drums[]

Though Yoshi is playable in this game, there are some areas (and stages altogether) of the level that make him unplayable by normal means. The only way to hear this in-game is by hacking.

Clip Area/Level Notes
Sirena Beach (Hotel Delfino Casino) Yoshi only appears in Hotel Delfino for one episode, where the player cannot enter the Casino with Yoshi. Therefor, this goes unused,
Sirena Beach Even though the player is spawned outside the Hotel before going in, there is no way to bring Yoshi outside of the Hotel as the exit is unavailable to the him/her.
Noki Bay
Pinata Village (Festivities) Even if the player is riding Yoshi, no drums play during the Pianta's music with even the stage's normal drum track fading out. This was likely intentional as the music is a performance by the Piantas rather than ordinary background music.
Secret Courses Although two Secret Courses require Yoshi to enter (such as Ricco Harbor for example), Yoshi does not enter the stage with Mario.
Delfino Airship Though the player can return to this level when the game is finished, it uses the Delfino Plaza music (even with no sign of a Yoshi to begin with).

Unused Mario Audio Clips[]

Clip Filename Text Description
aw_00000004 Ciao! Supposed to play at the beginning sequence whenever the game is turned on, replacing the coin sound effect, having a 1/8 chance of being played. However, it's never used due to the RNG's seed initializes as 0.
aw_00000118

aw_00000119

Another door?!

Hello, door.

These audio tracks were most likely supposed to play when opening doors in Hotel Delfino. In these clips, Mario is sounding like he's out of breath, meaning these were supposed to play when Mario is at very low health.
aw_000000f4

aw_000000f5

aw_000000f6

aw_000000f7

Primo!

Cool!

Too Cool!

Perfect 10!

Mario rating something. These were probably going to be used after completing an Episode.
aw_000000cb

aw_00000137

It's-a fun!

Feeling good!

Mario being happy
aw_0000010b Oh, my head! This was most likely going to be used when Mario wakes up since the filename are located right next to Mario's snoring and waking up audio tracks.
aw_000000bc

aw_000000bd

N/A Two early voice clips of Mario being launched by a Cataquack, which can be seen in the demo movie for the final game. In the final game, Mario makes a sliding sound. But in the demo movie, when Mario gets launched, he makes two unused noises for when he's has full (or high) health and low health.
aw_000000c9 N/A An early sound Mario made when entering an 'M' Graffiti Stage, which can also be heard in the demo movie and opening demo for the final game. It's also played when Mario sinks into goop via an unused pollution effect.
aw_000000bb

aw_000000c8

N/A Possibly Mario getting harmed.
Unused Looks like a giant empty plate! This is an unused voice line for Mario, which was found in the TAS gameplay of Super Mario Sunshine on YouTube. This voice line goes used in the Japanese version of the games intro though its just unheard in other regions

Unused Sound Effects[]

Clip Filename Description
aw_0000018a A machine starting up, similar to crane's for Ricco Harbor.
aw_0000020d The sound that Eely Mouth's teeth makes when they are cleaned can never be heard fully, as the sound is cuts off near the middle.

Unused text[]

Unused Codes[]

Multiplayer Co-Op Mode[]

Image Filename(s) Code(s) Description
MarioSunMPcam1
SMS_isMultiplayerMap

TCameraMultiPlayer

CPolarSubCamera

ctrlMultiPlayerCamera

addMultiPlayer

removeMultiPlayer

createMultiPlayer

MultiPlayerData

Action Replay: 042A8B34 38600001 At one point of development, there was going to be a multiplayer mode for the game that would allow the second player to use the camera functionality. This code can be reactivated in the PAL Version of the game. Though it functions fine upon it being activated, there is one big issue for it.


If the player is in an event where he/she has to chase Shadow Mario, the camera will zoom out upwards (like a real-like map). The camera is very broken in the state as it can go through buildings and can have little to no success in turning it.


If Shadow Mario is defeated (with this unused function still active), he'll run to his nearest node point and stay there without reacting to Mario's presence which intentionally softlock the game as there is no way to progress the story any further.


Additionally, there is an unused multiplayer feature that allows Mario to pick up Shadow Mario and vice versa.

Unused Goop Function[]

Image Description Code
MarioSun DirtyMario
Seen in promotional footage of the game, Mario's entire model can be covered in goop (excluding his eyes). EVJB-BH5N-WKDX7

9AUG-4A1G-YCF23

NJ82-ADD7-XT0QN

HC1H-XBAH-HJUD0

QZV3-B2GD-8RZE0

RZKD-E472-ZNMC8

PFV0-U7DG-K6HU4

M80D-0RVE-DP4BG

Unused Pollution Effects[]

Value Effect Description
Effect 0 Mario begins to sink slowly upon contact with this Pollution, losing 2 points of health per second as it continues. As Mario can move slowly through the goop, the player is unable to use F.L.U.D.D. once he/she are at a certified depth of the goop. This goop also shows the two unused animations of Mario sinking (along with a few of the cut audio clips).
Effect 3 A strange Pollution effect that prevents Mario from traversing under any circumstances upon contact, however he's still able to move vertically.
Effect 5 This Pollution effect kills Mario instantly upon contact. (This was most likely scrapped due to it's difficulty)
Effect 6 This Pollution effect just stains Mario's clothes with the normal brown goop.
Effect 7 An unused duplicate effect of the Fire Pollution.

Unused Boo Disguises[]

In the final game, the Boos are disguised as Coins, Blue Coins, or Shadow Mario. However, there are ten more disguises that were planned that unfortunately never got unused.

Type (Number) Disguise Notes
2 Red Coin This disguise was likely planned for Sirena Beach Episode 8: Red Coins in the Hotel.
4 Bananas
5 Durian
6 Papaya
7 Pineapple
8 Coconut
9 1-Up Mushroom
10 Wooden Crate Even though the model is unfinished, there are no legit objects of these in the final game.
11 Wooden Barrel Even though the model is unfinished, there are no legit objects of these in the final game. This one, unlike the others, has a floating/hover animation which none of the other objects have (including the ones used).
12 Male Pianta Would've acted just like Shadow Mario, except not an enemy at first glace. Upon loading it in however, it is seen as a jumbled mess which likely means that this was cut in early development.

Goobies Spawning from the Goop[]

Only Strollin' Stus enemies spawn in, leaving the Goobies spawner unused.

Shadow Marip HP Meter[]

Image Description Code (Gamecube) Code (Switch)
SMS-Shadow Mario HP meter
Shadow Mario has a health meter that's fully functional. It's unknown why this was scrapped as this would help the player in the huge way. 0403fd94

60000000

0440fa90

RRGGBBAA

0403fbf0

60000000

04404650

RRGGBBAA

Unused Rails[]

Three rails go unused, all linked to Pinna Park.

Image Name Description
SMS-UnusedRailsPinna
Episode 2's Secret Red Blocks Underneath the spawn point are four unused rails and are positioned much like the trampoline blocks that are used to access the upper portion of the stage. it's likely these rails were meant for accessing the upper section of the stage via the elevating red blocks for Mario to climb instead of the trampoline blocks. The top rail ironically moves down while the others move up.
SMS-SnoozaKoopaRailUnused
Snooza Koopas Snooza Koopas have circular rail formations around their spawn point, which they follow to go back to sleep when Mario is far away. However, in every Episode of Pinna Park (except 1 and 4), there are leftover rails for the Snooza Koopas which are positioned differently than in Episode 4.
SMS-SnoozaKoopaRailUsed

Image shows the comparison what's seen in the final game compared to the unused one.

SMS-PinnaHamukuriRail
Strollin Stus There is one unused rail for Strollin' Stus at the Beach of Pinna Park for Episodes containing Soarin' Stus enemy.

Unused Shadow Mario Shine Spawns[]

When the player defeats Shadow Mario in the seventh episode of any stage, the Shine Sprite will spawn directly where he falls. However, the actual shine is stored elsewhere in the map before it is called for by the game. By replacing the Shadow Mario spawn functionality ("appearShineFromKageMario") with NPC shine spawning ("appearShineFromNPC"), the shine will fly towards their starting location. These seem to be the original spawns where they were intended to be spawned.

Level Location
Bianco Hills Spawns in front of the building with the archway, to the left of the hover nozzle box.
Ricco Harbor Spawns at the beginning of the stage, about where the player spawns.
Sirena Beach Spawns on the ground floor stairway in-between the two restrooms.
Noki Bay Spawns in a cliff-side alcove, just underneath the top ledge near the waterfall right where the blue coin in front of the steam cube is.
Pinata Village Spawns in the center on top (partially inside) of the golden mushroom.
Pinna Park Spawns at the stage's origin point.
Gelato Beach Spawns directly next to Shadow Mario's starting position.

Unused/Unseen Objects[]

Though some of these objects can still be seen in some way, shape or form, the rest of the level geometry can't be seen fully in normal play.

Main Menu and Delfino Airstrip[]

Image Name Description
MarioSunshine-StartBeach
Pier In the File Select Menu, a poorly-textured pier is hidden off-screen from the player's view. Surprisingly, it has collision accosted to it.
SMSairstriproom
SMSairstripdetails
SMSairstriproomcontents
Duplicate Waiting Room A copy of the waiting room exists floating above the map. This in itself isn't unusual, as this is how the game handles separate interior areas in Delfino Plaza, but this particular room goes unused as the waiting room is simply part of the main map. What makes it more interesting is that this room has more details in it than the one used in the final game as well as having different lighting. The added objects include pencils, papers, a passport stamp, and various crafts. The only way to access this is by revisiting the area (having the rocket or turbo nozzle unlocked) to then use a glitch with rocket/turbo storage.


However, the room is visible when starting the game for the first time meaning it's only possible to see this through hacks as it remains invisible throughout the game, only showing a pair of doors, two coins, and a pair of Soarin' Stus that flutter back and forth in a tight path, passing through each other. During the first visit, with hack, the room is empty aside from the doors.

Delfino Plaza[]

Image Area/Section Description
SMS-PlazaFromAirstrip
Delfino Airstrip All the normal palm trees were replaced with banana palm trees.
SMS IslandWith(out)Pipe
Delfino Airstrip The island with a pipe, which doesn't have one at all.
SMS PlazaNoPillars
Delfino Airstrip There are no pillars leading to the secret stage pipe, nor is there a secret stage pipe at all.
N/A Flooded The map collision is far simpler, and visibly unfinished, as seen in the wooden beams of the fruit market stands lacking it altogether, and by the beach near the lighthouse having its collision not matching with the actual map model.
N/A Flooded The texturing of certain areas is slightly simpler and the base of the bell tower by the pier is intact, whereas the roof texture is incorrect in the other versions of the plaza. The same thing also happens with the sides of the windows of the large building by the central fountain.
MarioSun Door Error
Flooded The red double doors at the foot of the Shine Gate is visibly messed-up, whereas it is completely normal in the standard plaza.
MarioSun FloodJail2
Flooded The sewer system doesn't exist and any manhole not submerged in water is just a texture. However, a manhole is placed inside of the jail cell which does not exist in the standard plaza.
MarioSun FloodJail1
Flooded The jail cell is both blocked off by bars and walled-off completely. This (along with the manhole mentioned above) suggests that the player would've originally had to traverse through the sewers to enter the cell and grab the blue coin inside.
MarioSun Door Texture
Flooded The room with the Shine Sprite beneath the bell tower by the docks doesn't exist. Along with that, the door is part of the level geometry, as seen in pre-release media, though a breakable saloon door is still hidden behind the wall.
N/A Flooded The palm tree in the center plaza (closest to the fruit market) is rotated at a slightly different angle.
SMS Hidden Saloon
Flooded The boathouse and box minigame interiors do not exist in the map, due to their respective buildings being closed down.
MarioSun FloodCoinShine
Flooded The 100-coin Shine is placed over the Bianco Square statue, instead of being above the raised wooden platform. This cannot be seen during normal gameplay as the flooded plaza lacks enough coins to get this Shine.
MarioSun SandShine
Flooded The hidden Shine Sprite image, normally found close to the lighthouse, is instead placed in front of the rightmost umbrellas on the opposite side of the beach. Along with that, spraying the Shine image spawns a yellow coin instead of a Shine, which was likely a placeholder behavior. This can be witnessed in-game by using a bug where swimming under a floating log lets the player walk underwater.
SMS Darkened Door
Crate Minigame The darkness in the doorway, which leads to the crate minigame, is actually a door having very dark shading. It is even present in the space behind the regular door when the crate minigame is closed.
SMSSlideplat
Secret Slide Stage Located under the left hole (in the first row of the stage) is a green platform and is the only one of its kind in the level's design. In the Japanese version only, for whatever reason, Mario treats it like a slippery surface. To the top left of the platform is an invisible wall that jitters Mario back and forth off the platform if he gets too close to it. This is most likely a forgotten leftover from an early design of the stage.

Bianco Hills[]

Image Description
SMS DelfinofromBianco
SMS BiancoHills Creek
SMS BiancoHills Ricco
Hacking the camera, it shows an almost complete model of a Dolphin, the creek (that's boarded up) going up quite a ways, and Ricco Harbor's helipad being replaced by girders in a square layout (which was also seen in per-release screenshots of the game)

Ricco Harbor[]

Image Episode Description
SMS RiccoHarbor Gelato
Any Though Gelato Beach can partially be seen from Ricco Harbor, the Sandbird Tower has columns around the walkway. These never appear when in the level itself, so maybe they were planned at one point.
SMSRiccopipe
Any The only key difference, besides the low-polyness, is all the fruit basket island has a pipe modeled on it. The Delfino Island itself, the warp pipe is on the other side of Delfino Plaza and is nowhere close to Ricco Harbor. The palm tree that's also on the island, as well as the ones visible by Bianco Hills, are using an old style of colored shading (which was seen in pre-release footage of the game).
SMS RiccoHarbor SurfingSafariSky
Blooper Surfing Safari While the player can never see the sky in the Blooper Surfing Safari, it uses the train track sky box from some secret levels.

Gelato Beach[]

Image Description
SMS IsleDelfinoFromGelato
Isle Delfino has somewhat kind of a shape of a Dolphin. Unlike Bianco Hills though, this just looks more awkward.
SMS GelatoBeach Delfino
SMS GelatoBeach Sirena
Delfino Plaza and Sirena Beach (Hotel Delfino) are somewhat visible from Gelato Beach, but only the southern part of Delfino Plaza and some of Hotel Delfino's top floor can be seen. Sirena Beach (Hotel Delfino) looks as is almost all the geometry is completely added without it being necessary.
SMS GelatoBeach Pinna
Pinna Park's beach cannot be seen by the player in normal means. However, it is modeled having a the island, windmill, and part of the roller coaster.

Pinna Park and Sirena Beach[]

Image Level Description
SMS PinnaPark FerrisBack
Pinna Park The back of the Ferris wheel is fully modeled. However, because of the invisible boundaries preventing the player from swimming far enough, only part of the backside can be seen in normal gameplay.
SMS IsleDelfinoFromSirena
Sirena Beach Isle Delfino, being shaped like a dolphin once again in-game. The island's model is kind of similar to it's appearance for the one in Bianco Hills.

Noki Bay[]

Image Episode Description
SMS NokiBay WaterfallCrevasse
SMS NokiBay ChuteWall
Any Unlike other levels, Noki Bay isn't on a dolphin-shaped island at all. Depending on the perspective of where Mario is at in the level, the player can see (when hacking the game's camera) a lot of the hills in the distance to Corona Mountain (or just see a few big hills in general). However, Corona Mountain itself is fully modeled including the top with a geyser modeled inside of it. There are other levels that have very similar geometry regarding Corona Mountain, but most are cut somewhere down to the base of the model to possibly save resources and reduce an overload on the hardware. This is the only time in the game where a full model of Corona Mountain is actually used.


The waterfall crevasse and the interior of the wall jumping section below the alcove (with the ice block) are fully textured, but yet do not have everything that is visible to the final game.

SMS book and bottle
MarioSunshine-Sunshine door 2
Red Coins in the Bottle There's a hidden book that can never be retrieved by any way, even if the player decides to hack into the area. The models are actually parts of the level geometry and are not separate objects.
MarioSunshine-ShellSecret CarvedOutRoom
The Shell's Secret An unseen part of its geometry, which can be found located behind the first block with a brazier the player sees (being a hollowed-out area). It isn't known if this was intentionally left in the level for a reason or was just from an earlier design that was forgotten later on during development. But since most players are heading towards the Shine and not moving the camera around to find secrets, this Carved Room is never usually unseen.

Pianta Village[]

Image Area/Level Description
SMS DelfinofromPianta
SMS PiantaVillage NokiBayCliffs
Island Pianta Village is shown to be in a circular abyss, which that takes up a large portion of this weird and barely dolphin-shaped island. Additionally, Noki Bay appears as the upper cliffs (including the pond) at the top of Tricky Ruins. However, only a glimpse of it can be caught during gameplay.
SMS-WhiteSquare
Secret Stage Located far underneath the course is a flat white square facing downwards. This square is the course's map model, which is supposed to be empty being as the course is entirely made up of objects, so this shape was likely left on by an accident. This square is located far below the map floor, making it impossible to see in-game.

Corona Mountain[]

Image Level Description
MarioSun CoronaSkybox
Corona Mountain The Train Skybox, which was also used (and unseen) in the Blooper Surfing Safari, is shown here for the second time.
SMScoronacrater
Delfino Plaza Despite Corona Mountain being the highest point on the island, most of the level models have the inside of the crater modeled out. It reveals that the crater has a rather an interesting structure, which makes sense given the structure of the Corona Mountain level.

Unseen Three Digit Life Counter[]

The maximum number of lives the player can achieve in the game is ninety-nine. However, in the layout files, the layout shows a three digit number of lives but only shows two are shown. The game is only told to show 3 digits if the lives counter is greater than ninety-nine, but the lives counter never goes over that number and thus makes this feature unseen. However, this might be just a case of a reused code from other counters.

Unused Maps[]

Test Map[]

The unused test map, named "test11", can be accessed in-game with an action replay code. The textures it uses are the same as the test maps from various other games, including The Legend of Zelda: Wind Waker. It contains various objects and terrain (which were previously mentioned), such as the unused soccer objects and the Hinokuri enemy. The files also contain an early sky model, but is however never used in this scene. Strangely enough, an ineffective layer of the unused quicksand goop s present fairly high above the terrain, which only appears as bubbles when Mario is nearby. The test map was removed in the Japanese version with some of the unused objects featured in the map also being removed or replaced in the European version. Surprisingly, this still exists in the Switch version.

Image Notes
Sunshine Debug 1
The unused Ice Cream cart.
Sunshine Debug 2
Two Piantas, one of them being green which is never seen in the final game.
Sunshine Debug 3
An E. Gadd Box, a Shrine, and some barrels. There are also some Purple (and one yellow) spherical objects, almost looking like Pac-Man pebbles.
Sunshine Debug 4
Mario being on top of some odd white goop.
Sunshine Debug 5
An NPC showing an Error message, along with missing his body.
MarioSunshine Debug 6
Two unused breakable blocks, along with a view of some parts of the Test Map.
MarioSunshine Debug 7
Another unused breakable objects, along with a couple of doors right next to it.
MarioSunshine Debug 8
Some odd objects, being attached to the fence. Maybe Mario was supposed to hold these too at one point?
SMS-TestMapBubbles
The unused quick sand, being placed above the playing area.

Early Town Height Map[]

Image Description
SMS-test11-height-render
The test map also has a height map file, which shows the shape of the terrain matching up with the early version of Delfino Plaza that seen in the first trailer for the game.

Removed Maps[]

Several maps for more secret stages, test stages, and even cutscenes exist. However, only their text strings is what's left of it.

File Strings Map Section Notes
  • scale0
  • scale1
  • scale2
  • scale3
  • scale4
  • scale5
  • scale6
  • scale7
  • scale8
  • scale9
  • test10
  • test11
  • test12
  • test13
  • test14
  • test15
  • test16
  • test17
  • test18
  • test19
Test Maps The only test map that exists out of the 20 is test11.
  • 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
Secret Stages 13 Secret Stages go unused in total
  • One for Bianco Hills (bia_ex0),
  • One for Gelato Beach (mare_ex1)
  • One for Pianta Village (monte_ex1)
  • one for Corona Mountain (coro_ex3)

The most interesting ones are (dolpic) Delfino Plaza having three and (pinna) Pinna Park having six. Delfino Plaza doesn't have a Secret Stage, making these go unused, while Pinna Park is odd of having six secret stages.

  • pinnaDemo0
  • pinnaDemo1
  • pinnaDemo2
These were most likely intended for Pinna Park.

Debug Cubes[]

Image Description
SMS SecretLevel DebugCubes
In the secret stages, there are grey debug cubes which represent the paths for various moving platforms. These cubes are normally completely invisible, but they are shown when the game is played in some older versions of a Dolphin emulator, as seen to the right of the image.


Presumably, due to imperfect graphics emulation, these cubes were visible in the initial release for Super Mario 3D All-Stars. This was fixed with a Ver. 1.1.0 update, released on November 16, 2020.

External links[]

Super Mario Sunshine on The Cutting Room Floor.

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