the cutting room mirror

Mario Special Disc July 2002

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This is a sub-page of Proto:Super Mario Sunshine.

'...But what does it mean?'
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To do:

  • See if the build date can be found.
  • Different camera behaviour, different ledge-grabbing behaviour, red coin switch has different sound effect (source: Angry_Max)
  • Programmatically check for differences

Sunshine_J_Title.png

A demo of Super Mario Sunshine was playable on the Gekkan Nintendo Tentou Demo Discs' 2002.7.10, 2002.8.1, and 2002.9.1, with the former known as Mario Special Disc July 2002. The choice of levels is similar to the demo that was playable at E3 2002, and contains six scenarios to choose from. These include the second episode of Bianco Hills in two parts (whole stage, and only the boss battle), the first episode of Ricco Harbor, the second and third episodes of Gelato Beach, and the platforming Secret Stage from Bianco Hills.

E3 Demo Leftovers#

An archive named TitleE3.arc contains all of the assets for the title screen and level select screen from E3.

The final version of the logo is included in the demos, so this early version of the US logo goes unused. The most interesting difference is the lack of a Shine Sprite.

Level Select Screen#

To do:
Do side-by-side comparisons for each image

This is the same level select image that was used at E3. While this is used, it does show an earlier design for the platforming stage: specifically, a stage with a bright sky background, whereas the platforming stages use a starry background. Further, the stage shown here isn't even the one used for the demo. In addition, the Bianco Hills' background uses the unused cloud layer, Ricco Harbor has the unused ship that has a pile of logs, and the Sandbird Tower in Gelato Beach has columns around the walkway which go unused.
Gelato Beach's coral reefs are also differently placed in the preview for the Mirror Madness! mission, with one between the spawn islet and the tree island, and another placed much more closer to the left of the spawn islet. It's possible the developers changed this to a single cluster of coral reefs in the southwest of the map because they didn't want players swimming across separate coral reefs for the red coin mission later in Gelato Beach's mission lineup.

Uncompiled Message File#

Included in the archive is an uncompiled, pure XML version of marisun_stage, the level select message script file found in the title archive. The level names are in Japanese, but they're the same levels. The file's creator, Yusuke Shiraiwa, is credited for 2D Programming in the staff credits.

























































エアポート




ドルピックタウン




ビアンコヒルズ




リコハーバー




マンマビーチ




ピンナパーコ




シレナビーチ




モンテビレッジ




マーレビレッジ




コロナマウンテン




スケールマップ




テストマップ1

Linker Address Map#

Similarly to the final game, a linker address map showing off most of the original source is present on the root. However this time there are two address maps, mario.MAP and marioL.MAP, with marioL.MAP being significantly larger than mario.MAP.

Download Demo mario.MAP Linker Address Map

File: DemoMarioMAP.7z (2.61 MB) (info)

Blanked File#

Please elaborate.
Having more detail is always a good thing.

The mysterious message.szs archive from the Japanese version is present, but its contents are only present in this demo.

Unused Episode#

While two Bianco Hills scenes are shown on the level select, they lead to Episode 2 and the Petey fight. As such, the files for Episode 1 go unused.

Text Differences#

Episode Name#

Proto

Final

ひがしの どうくつの ヒミツ

がけのうえの どうくつの ヒミツ

Bianco Hills Episode 2#

Proto

Final

あれれ? さっき おおきな ふで みたいなモノを かかえて はしっていったのは あんたじゃなかった?

こんどは おもたそうな きかいを かついで いろいろたいへんねぇ・・・

あれれ? さっき おおきな「ふで」 みたいなモノを かかえて はしっていったのは あんたじゃなかった?

こんどは おもたそうな きかいを かついで いろいろたいへんねぇ・・・

Save Message#

Proto

Final

セーブできません。

このデータは ゲームスタート時と おなじものではありません。

セーブできません。

このデータは さいごにセーブした データではありません。

Proto

Final

ターボノズルを ゲット!

>おしっぱなしで こうそくダッシュ だ!

ターボノズルを ゲット!

>おしっぱなしで スーパーダッシュ だ!

For various reasons that isn't surprising, the player can't save in this demo, so these go unused.

Error Messages#

Please elaborate.
Having more detail is always a good thing.

This demo actually has its error messages, which were replaced in the final game.

Audio Differences#

Sounds Effects#

To do:
Comparisons

  • Mario's victory voice clip when collecting a Shine is a little early, resulting in him interrupting the 'Shine Get!' jingle.
  • The warp pipe sound when entering a stage doesn't exist in the soundbanks.
  • When defeating Gooper Blooper, a glitch occurs where all sounds cut out. Music is unaffected by this.

Two early blue coin sounds still exist in both demos. One is for when you spawn the coin, the other is for when you collect it.

Spawn

To do:
Is also used as the normal coin spawn in the demo and final?

Collect