The Cutting Room Floor/Super Fix It Felix Jr. Sunshine

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 Jr.

After 18 years without a rerelease, a slightly updated version was released on the Nintendo Switch as part of the Super Mario 3D All-Stars collection on September 18th, 2020.

The Test Map
sAhfRD-2nkM 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 some of the unused objects featured in the map were removed or replaced in the European version.

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.

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

Cutscenes
These may have been cutscenes for Pinna Park.


 * pinnaDemo0
 * pinnaDemo1
 * pinnaDemo2

Debug Cubes
In the secret stages, there are grey debug cubes which represent the paths for various moving platforms. These cubes are normally completely invisible, but are shown when the game is played in some older versions of the Dolphin emulator, as shown to the right.

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

E3 Sun Shade
As on the promotional trailers, the sun shade window from the glare used additive blending while later copies have the normal transparency. When the flag using these codes are enabled, the blend factors change when rendering on-screen.

"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.

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 Felix 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.

Sequence List
AudioRes\mSound.asn is an unused file that contains data about sequences, including names for them.

Shadow Mario HP Meter
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.


 * 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
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:

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, 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:.

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.

Pickup Function
Additionally, there is an unused multiplayer feature that allows Mario to pick up Shadow Felix 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
wEQ3CrZxycY 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.

Unused Pollution Effects
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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 or by editing the 8th word stored in ymaps for each level.

Use the following Gecko codes to change the Pollution effect for all goop: Replace XXXX with the Pollution effect (Ex. 0000 for the unused sinking goop).

Unused Shadow Mario Shine Spawns
ODI0ZeZ4s8Y 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 (the function "appearShineFromKageMario") with NPC shine spawning ("appearShineFromNPC"), the shine will fly towards their starting location. These seem to be the original intended spawns.


 * Bianco Hills: The shine spawns in front of the building with the archway, to the left of the hover nozzle box. Does not have a camera set up.
 * Rico Harbor: The shine spawns at the beginning of the stage, about where the player spawns.
 * Sirena Beach: The shine spawns on the ground floor stairway in-between the two restrooms. Does not have a camera set up.
 * Noki Bay: The shine spawns in a cliff-side alcove, just underneath the top ledge near the waterfall. It spawns right where the blue coin in front of the steam cube is.
 * Pianta Village: The shine spawns in the center on top of the golden mushroom. It's actually partially inside the mushroom.
 * Pinna Park: The shine spawns at the stage's origin point. No camera.
 * Gelato Beach: The shine spawns directly next to Shadow Felix's starting position. No camera.