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In the seventh episode of each course, the player is required to chase down and defeat Shadow Mario to obtain a Shine Sprite, which spawns from his dematerializing body as he teleports away. In actuality, the Shine Sprites are stored at fixed locations and are simply teleported to his location by the flag "appearShineFromKageMario". If the flag is replaced with "appearShineFromNPC", the Shine Sprites appear where they are stored, implying that these were their originally intended locations. The fixed points in "Shadow Mario Revisited", "Hold It, Shadow Mario!", and "Shadow Mario Runs Wild" also feature dedicated cameras for spawning cutscenes, corroborating the idea.
Of note is that the internal location for the Shine Sprite in "Shadow Mario Runs Wild" places it partially inside Pianta Village's golden mushroom, which further implies that this object had its height raised at some point during development.
Of note is that the internal location for the Shine Sprite in "Shadow Mario Runs Wild" places it partially inside Pianta Village's golden mushroom, which further implies that this object had its height raised at some point during development.
The Cutting Room Floor article:
https://tcrf.net/Super_Mario_Sunshine#Unused_Shadow_Mario_Shine_Spawns
YouTube video showcasing the unused spawn points:
https://www.youtube.com/watch?v=ODI0ZeZ4s8Y
https://tcrf.net/Super_Mario_Sunshine#Unused_Shadow_Mario_Shine_Spawns
YouTube video showcasing the unused spawn points:
https://www.youtube.com/watch?v=ODI0ZeZ4s8Y
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In Episode 8 of Ricco Harbor, a secret 1-Up Mushroom can be obtained through an obscure set of interactions with three duck intertube-riding Piantas. Since they are not interactable while in the water, it is only possible to interact with them by waiting long enough at certain low areas by the water. Once all three Piantas have been talked to, the last one you speak to will reward you with a 1-Up at the starting location of the episode.
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In Episode 7 of Sirena Beach, if the player defeats Shadow Mario on the staircase inside of the Hotel Delfino, the Shine Sprite will become bugged, and when grabbed Mario will clip into the stairs. You are still able to exit the level through the menu, but your progress will be lost in the level.
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There are multiple linked graffiti shapes found throughout the game that when sprayed will spawn a Blue Coin at the opposing linked shape location. If the player talks to an NPC on the same frame that the graffiti is fully cleaned, the game will become unplayable.
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In the Japanese version, the texture for signposts uses English placeholder text taken from a dictionary, with some portions inexplicably removed. The unaltered text reads "This isn't gonna hurt a bit. Just a little stick. Ready? 1...2...3. There you go. All done," while the text that appears in-game reads "This isn't gonna Just a little stick. Ready? 1...2...3. There you All do." The international release replaces the text with a series of unreadable, swirl-shaped glyphs.
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In Pinna Park, if you lure a Strollin' Stu to the edge of the water fountain facing a pair of large, pink Bowser Jr. balloons, then flip over the Stu with a spray, it can be slung at the lower Bowser Jr. balloon, popping it. Normally, it was previously believed that these could only be popped using the water rockets during the rollercoaster minigames in Episodes 1 & 8. If the player pops this balloon and then triggers the rollercoaster event, the balloon will appear to respawn. In reality, the balloons on the overworld and the balloons in the minigame are different and placed in slightly different spots each.
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An unused Goop effect can be found in the game's files that, when Mario jumps into it, will cause him to sink like it was quicksand and take damage. This effect causes Mario to perform unique struggling animations and voice clips that are not found anywhere in the final game, suggesting that this Goop variant was cut late into development.
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At one point in development, Pinna Park was meant to function as another hub area. This is evidenced by the fact there are four unused "gate" objects found in the stage's files. These include a ring of manta rays, a shell containing a portal to Noki Bay, and a portal that goes to Pianta Village. The stage also has a MarioPositionObj, which controls where Mario ends up after leaving a course. The only other stage in the game that has gates and MarioPosition objects is Delfino Plaza.
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In Episode 6 of Sirena Beach, the US version requires player to clean up about 95% of the goo littering the level in order to complete it. In the Japanese version, the player is required to clean up about 99% of the goo.
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In the Japanese version, the name of some levels a different compared to the US version.
• US: Pianta Village - Japan: Monte Village
• US: Gelato Beach - Japan: Mamma Beach
• US: Noki Bay - Japan: Mare Bay
• US: Pianta Village - Japan: Monte Village
• US: Gelato Beach - Japan: Mamma Beach
• US: Noki Bay - Japan: Mare Bay
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In the Japanese version, when you lose a life the text says "Miss!". In the international versions the text says "Too bad!".
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During the development of Super Mario Sunshine, the team planned for a multiplayer mode. One player would play as Mario and the other would play as Shadow Mario. When the players moved away from each other the camera would move out. There was even a function in the game's code to determine if a map belonged to the multiplayer mode of the game, entitled "SMS_isMultiplayerMap".
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Within the game's data is a sound file of Mario saying "Ciao"; this is meant to have a 1/8 chance of replacing the coin sound effect that accompanies the Nintendo logo when booting up the game. However, due to a programming error, the random number generator for this sequence is initialized at 0, resulting in it never rolling. Consequently, the "Ciao" voice clip cannot be heard in the normal course of play.
The Cutting Room Floor article:
https://tcrf.net/Super_Mario_Sunshine/Unused_Audio#Ciao
YouTube video on the unused audio:
https://www.youtube.com/watch?v=N8BCHKHb6X4
https://tcrf.net/Super_Mario_Sunshine/Unused_Audio#Ciao
YouTube video on the unused audio:
https://www.youtube.com/watch?v=N8BCHKHb6X4
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In the Hotel Delfino stage's ventilation shaft, there's a janitor who says "All these ghosts are causing such trouble... They're everywhere! Why can't someone come along and suck 'em up with a vacuum?". This is a nod to another GameCube game, Luigi's Mansion.
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