
Super Mario World 2: Yoshi's Island ( Prototypes).Gelato Beach: The shine spawns directly next to Shadow Mario's starting position.Pinna Park: The shine spawns at the stage's origin point.It's actually partially inside the mushroom. Pianta Village: The shine spawns in the center on top of the golden mushroom.It spawns right where the blue coin in front of the steam cube is. Noki Bay: The shine spawns in a cliff-side alcove, just underneath the top ledge near the waterfall.Sirena Beach: The shine spawns on the ground floor stairway in-between the two restrooms.Rico Harbor: The shine spawns at the beginning of the stage, about where the player spawns.Bianco Hills: The shine spawns in front of the building with the archway, to the left of the hover nozzle box.These seem to be the original intended spawns. By replacing the Shadow Mario spawn functionality (the function "appearShineFromKageMario") with NPC shine spawning ("appearShineFromNPC"), the shine will fly towards their starting location. However, the actual shine is stored elsewhere in the map before it is called for by the game. When the player defeats Shadow Mario in the seventh episode of any stage, the Shine Sprite will spawn directly where he falls. (Source: Noki Doki) Unused Shadow Mario Shine Spawns Replace XXXX with the Pollution effect (Ex. Use the following Gecko codes to change the Pollution effect for all goop: This Pollution effect just stains Mario's clothes with the normal brown goop. This Pollution effect kills Mario instantly upon contact. This pollution effect technically exists in the test map, however it is not functional as its pollution layer is too high above the floor to function.Ī strange Pollution effect that prevents Mario from traversing under any circumstances upon contact, however he's still able to move vertically.Mario moves very slowly through the goop, and once deep enough, he cannot use FLUDD.The two sinking animations that occur though the sinking process are unused, as well as some of the damage noises Mario makes.Mario begins to sink slowly upon contact with this Pollution, losing 2 points of health per second as he sinks. 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. There are many different styles of Pollution, with three unique effects for when Pollution is walked on: Electric, Muddy, and Fire. "Ciao!" sound effect would have played on the title screen, if not for randomisation oversight.You can burst rollercoaster balloons in Pinna Park by using FLUDD to "throw" a Stus at them (might just be a case of copied/shared code).test11's map.bmd was changed - seems to just be blanking out some textures.Various small graphical/text changes to make the game seem more native.msound.aaf differs between the Europe version and Switch version.Early Bowser defeat sequence: (source: Inkstar).Leftover spc script logging functions and calls: (source: Super Xnot, Yoshi2).Possibly unused polluted piranha animations leftover from this prerelease build: (source: Inkstar).

Various things posted in The Sunshine Hut discord.More naming oddities (files, archives, internal, etc.).Check to see if there is more unused text.Unused small piranha plant "seeding" behavior (Discovered by Super Xnot but undocumented).sb event files in map\sp folders might reference unused events. There is still some unused audio undocumented.Unused parameter files (prm) and unused text in parameter files.This game also marks the first appearance of Bowser Jr.Īfter 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. 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 has hidden development-related text.
