This is a sub-page of Super Mario Galaxy.
Super Mario Galaxy underwent many level design changes throughout the history of its development, and whereas not much is known about how much it changed beyond promotional footage, bits and pieces of unused data reflecting the design stages of development still remain in the game.
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Larger Galaxies#
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The filenames of zones and planets indicate that at some point in development there were fewer, larger galaxies, around the size of the original E3 demo galaxy (although the developers said that galaxy was created specifically for the demo). Two of the most common prefixes are Ocean and Phantom.
The naming of the following galaxies suggest that it might have been them that were combined with others at some point:
- Ghostly Galaxy (PhantomGalaxy)
- Deep Dark Galaxy (OceanPhantomCaveGalaxy)
- Buoy Base (OceanFloaterLandGalaxy)
- Sea Slide Galaxy (OceanRingGalaxy)
In fact, concept art showed that Sea Slide Galaxy and Beach Bowl Galaxy (HeavenlyBeachGalaxy) were once the same galaxy.
Blooper Oddities#
An unused Blooper is present in Star 3 of Beach Bowl Galaxy that is meant to appear after one of the chests at the bottom of the sea is opened, but the Blooper never actually spawns in the final game.
Additionally, present in the main zone of Deep Dark Galaxy is a Blooper that is set to move back-and-forth in a pre-determined path. This is interesting because it is the only in-game Blooper that has a controlled path, as most Bloopers simply move in random directions.
(Source: SSL)
Deep Dark Galaxy Oddities#
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Watch on YouTubeIn Deep Dark Galaxy's Purple Coin Star, the player is immediately spawned inside the cave containing the Purple Coins and is blocked off from exploring the rest of the level outside of the cave. Despite this, however, the mission has its own object setup outside of the cave that is unique to the Star. The player can use cheats or modifications such as a moon jump cheat to exit the cave and explore the rest of the level, where there are some strange differences. For example:
- Every single member of the Toad brigade has duplicated, some of which act differently than their respective original Toads located inside the cave.
- Captain Toad can be found out on the beach near the Starshroom, and says the same message that Green Toad normally says in the Purple Coin level ("Nope, I don't see any Purple Coin(s) hidden in the dirt.").
- Right next to the Captain is Purple Toad, who says his normal message ("I've got a level one snorkel-toad certificate!").
- Yellow Toad can be found standing on top of a cannon tarp out on the beach that is normally found in Sea Slide Galaxy, who shows an empty speech bubble when talked to.
- Green Toad is dancing where the Blue Toad normally stands during Star 2, and like the Yellow Toad, shows an empty speech box when talked to.
- Blue Toad can be found inside the room where the "Boo in a Box" Star is located, floating slightly above the ground and missing his glasses. Standing near him causes an empty text bubble to appear above him.
- There is a series of climbable poles next to the Green Toad that leads nowhere, one of which is tilted at an askew angle. An Amp is also present on one of the poles.
- A green pipe can be found on the beach next to the purple toad that leads to the "Boo in a Box" room where the Blue Toad is located.
- A Launch Star can be found high above the planet that leads nowhere, simply sending Mario into space with nothing to land on and subsequently resulting in the player dying. After this, Mario respawns out in the middle of space, causing him to repeatedly die until inevitably running out of lives and getting a Game Over.
The Topman Tribe#
The Topman tribe was originally meant to appear in Melty Molten Galaxy, as can be seen in the second demo, but was ultimately moved to Dreadnought Galaxy, along with their respective planets. A remnant of this can be seen in the filenames of the planets that they are found on, including Topmaniac's planet, most of which are named LavaBegoman______.
Unused Pull Star in Melty Molten Galaxy#
A single Pull Star exists far off the edge of the Pull Star section in the first mission (and Daredevil Run) of Melty Molten Galaxy. Despite being within frame of the camera during gameplay, it can't actually be seen due to its setup. The Pull Star has an SW_APPEAR flag of 1000, but because no corresponding object exists, the Pull Star is never triggered to appear.
(Source: CometMedal)
Maze Cube Planet#
The hedge maze cube in Gusty Garden Galaxy was also meant to appear in Melty Molten Galaxy as well. as can be seen by the maze's file name, LavaMazeCubePlanet.
Tarantox#
The filenames for Tarantox and its respective level refer to it as Tomb Spider and the zone it is found in is called PhantomSpaceGraveyardZone, both of which suggest that Tarantox was originally intended to appear in Ghostly Galaxy rather than Space Junk Galaxy.
Further supporting this is the fact that the broken spaceship that appears in Space Junk Galaxy can also be found in the empty space between Bouldergeist's arena and the Spooky Speedster race course.
Battlerock Galaxy Rolling Oval Planet#
The multicolored cigar-shaped planet at the end of "Breaking into the Battlerock" has the file name RollingOvalPlanet, and the cap on the end of the planet with the cannon on it is a completely separate model, suggesting that the planet was originally intended to constantly rotate.
Bigmouth Background#
The level select banner for Bigmouth Galaxy shows the galaxy using a completely different background than the one used in the actual level itself, showing a background similar to the one used for Space Junk Galaxy as opposed to the one used in the actual level, which looks more similar to the background seen while selecting a level inside the domes.
Bowser's Star Reactor Banner#
The level select banner for Bowser's Star Reactor features some changes not seen in-game. The platforms leading up to the tower are missing, the small blue flags atop the spires surrounding the tower are gone, and the small group of asteroids floating to the right of the planet appear to be different, and more spaced out.
(Source: CometMedal)
Matter Splatter Background#
The level select banner for Matter Splatter Galaxy features a different skybox than used in the final game. This one has different shades of green, and seems to be much more mixed and smeared.
(Source: CometMedal)
1-UP Mushroom in Snow Cap Galaxy#
Hidden inside Snow Cap Galaxy's planet is a single inaccessible 1-UP Mushroom. Placed next to it is a switch object that, in Snow Cap Galaxy, controls the spawning of objects from holes after the nearest snow is cleared from their surface. This switch is directly tied to spawning the 1-UP Mushroom, but due to its placement, it can't be accessed - because of this, the 1-UP Mushroom can never spawn. The 1-UP Mushroom itself has object arguments that describe its behavior when spawned; it will spawn on the ground one second after activation, and will flee from the player when pursued.
(Source: CometMedal)
Space Junk Launch Star#
A single Launch Star can be found floating out of view in Space Junk Galaxy. Strangely, said Launch Star is present in every mission, but it's never accessible, nor is it visible. While it's set to be invisible until spawned by an event, no object in any scenario is tied to this Launch Star, so it never spawns.
When viewed in a level editor, it is revealed that the Launch Star has an odd, teardrop-shaped path that extends downward and loops back into the Launch Star itself.
(Source: CometMedal)
Space Junk's Cut Area#

Floating far off the edge of the playable area in Space Junk Galaxy is what appears to be an entirely cut area, complete with multiple area objects, debug objects, checkpoints, spawnpoints, and paths.
Upon first glance, the paths stand out as particularly interesting, due to the shapes they create. It's unknown what purpose they would have served, since no objects exist within the zone that are tied to said paths. From the top is a roughly elliptical set of three paths that form incomplete concentric circles around one another and intersect at multiple points. Despite this, their Bézier points don't perfectly match up with one another, meaning the circles don't perfectly intersect at any point. Descending down the left side of this set of paths is another sloped path. The shapes don't give much insight to their intended purpose, but it's likely there would have been a round or oval-shaped planet within this area at an earlier stage in development. The sloped path could have been meant for a Launch Star or Sling Star, but its downward slope into a mostly flat line make it more likely to have been for some sort of moving platform.
Sitting just a small distance from the start of the sloped path is a music change area that, when entered, causes the stage's music to change from Space Junk Galaxy's main theme to "Space Fantasy". It doesn't last long, however, as continuing down the sloped path and past this area causes the music to abruptly switch back to Space Junk Galaxy's main theme. At the base of the sloped path is a spawnpoint and a checkpoint area (both used in tandem to create a point for the player to respawn at, assuming they die at any point within this area), and yet another music change area. This particular area causes the galaxy's music to fade out into complete silence over a few seconds. Exiting it will eventually cause the stage's music to resume playback.
Lastly, a gap exists between the ending point of the sloped path and another group of objects, wherein lays two DebugMovPos objects. These objects can be found sprinkled across multiple galaxies, and although no code exists to explain their purpose, it's likely they were used as teleportation points for developers to travel quickly between areas. The second DebugMovPos object sits within yet another checkpoint/spawnpoint/music change area, and this music change area also causes the music to fade out when entered.
It's unclear what this area would have been used for, had it properly seen the light of day. There are no paths, objects, or means of transportation allowing normal access to this area. The strange back to back music change areas (which would have caused disorienting effects, due to constantly changing the stage's music and fading it out), DebugMovPos objects, checkpoints, spawnpoints, and strangely shaped paths likely suggest this area was used for some sort of testing, though nothing can be said for certain.
(Source: CometMedal)
Ghostly Galaxy's Ported Paths#

Amidst the many paths present in Ghostly Galaxy are a few paths that were ported straight from Space Junk Galaxy. Among these paths are the paths linking the maze planet and the platforms leading up to Tarantox, the paths for a theorized cut area, the large teardrop-shaped path linked to an unused Launch Star, and an unused boomerang-shaped path that leads nowhere in either galaxy. Though it's unclear why these paths are present in Ghostly Galaxy, it's most likely that they were accidentally carried over when copy-pasting the rocket ship and its shooting star spawn objects into the galaxy.
(Source: CometMedal)
Beach Bowl Launch Star#

A lone Launch Star can be found floating high above the starting planet in Beach Bowl Galaxy. It's set to be invisible until triggered, but nothing in the level triggers it, meaning it can't be seen by normal means. Its path has a long trajectory, but goes nowhere.
(Source: CometMedal)
Dusty Dune Launch Stars#

There are two unused Launch Stars in Dusty Dune Galaxy, both of which are set not to load unless triggered; One of them is located in Star 1, to the right of where the Hungry Luma planet would be during Star 2. Interestingly, this Launch Star fits perfectly into the unused section of level later on this page, and uses Path 9, which is used by the launch star taking you to the final planet of Star 2. Said unused section is only set to load during Star 3, but that scenario doesn't load that zone at all.
The second one is located right of the central tower you would climb during Star 1, but the Launch Star only exists during Star 3. Interestingly, this Launch Star uses an unused path that takes you to the the final planet of Star 3, so it seems it was intended earlier in development that the player would have visited this section during that scenario.
This is the only galaxy in either games with two "normal" unused Launch Stars. There is also an unused Sling Star, but for more information please see the section "Unused Section in Dusty Dune Galaxy" on this page.
(Source: AcingGames (First Launch Star))
Honeyhive Galaxy Launch Star#

A single Launch Star can be found at the start of the first planet in Honeyhive Galaxy. It persists through all scenarios, but is never seen as it is set to be invisible until triggered, with nothing in the level triggering it. When used, it launches the player to their death. Interestingly, its path intersects a ring of Star Bits, but these, too, are set to be invisible until triggered, and otherwise lead nowhere.
(Source: SPG64)
Honeyhive Galaxy's Ported Paths#
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For unknown reasons, Honeyhive Galaxy contains entire paths and position objects that appear to have been ported over from Gold Leaf Galaxy; specifically, those used in Gold Leaf Galaxy's third mission, "When It Rains, It Pours". They've been mirrored from their original orientation. Seeing as Honeyhive Galaxy is one of the earliest developed galaxies, this may indicate that the Gold Leaf Galaxy mission could have originally been planned for Honeyhive at one point, and it was scrapped at a later date - or, something substantial was copy-pasted over between the two galaxies during development, and the paths/objects slipped in through the cracks.
(Source: CometMedal)
Gold Leaf Galaxy's Star Bit Ring#
A single ring of six Star Bits can be found floating above the final planet in the first mission of Gold Leaf Galaxy. Although it's set to be visible in all missions, it can only barely be seen when standing on the final planet during "Star Bunnies on the Hunt". Angling the camera directly up at it will cause it to cull out due to draw distance, but moving the camera slightly off to either side will cause it to appear again.
(Source: CometMedal)
Deep Dark Galaxy Launch Star#
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A lone Launch Star can be found floating high above the starting planet in Deep Dark Galaxy. It is inaccessible, and using it launches the player to their death - however, interestingly enough, the Launch Star is set to be visible by default, and can be seen by using a freecam (as it is otherwise too far away for the player to see normally).
(Source: CometMedal)
Hidden Air Bubble in Deep Dark Galaxy#
Found hidden beneath the beach in Deep Dark Galaxy is a single misplaced air bubble. It's present in all missions, but cannot be accessed or even seen under normal circumstances.
(Source: CometMedal)
Unused Section in Dusty Dune Galaxy#
Dusty Dune Galaxy features an unused section during Star 2. It is stored in the unused LayerA within SandIslandZone. Technically, LayerA of this zone is set to load during Star 3, however this scenario completely unloads SandIslandZone by default. It features 4 small planets similar to that of the Hungry Luma section during Star 2, two of which are unique to this section. There is also an unused Sling Star which takes the player from one of the planets to another. There are Pokeys, crystals, two fire bars, coin circles, a palm tree, and bushes.
A Launch Star that is set not to load is directly over the fire bar on the smallest planet in the section. This Launch Star is assigned the path 9, which is the same path the Launch Star that goes to Star 2's final planet uses. However, this Launch Star only exists during the first star, as an unloaded object unless triggered. This means that the Launch Star only exists in Star 1, taking you to the final planet of Star 2, but the unused section the Launch Star is in only loads during Star 3.
Upon modding the galaxy to load these elements, it is revealed how broken the area is. The gravity on the first two planets are very incomplete, the second group of planets are inaccessible due to the Sling Star not working correctly, and invalid gravity parameters cause the same planets to use the global gravity rather than their own.
(Source: Aurum (discovery))
(Source: AcingGames (loading and documentation))
Unused Section in Matter Splatter Galaxy#
Floating just between the two zones of Matter Splatter Galaxy is a completely cut section. It has a spawn point, ClipAreaSphere, Star Bits, a ? Coin, and a single Magikoopa. The ? Coin seems to activate the movement of the ClipAreaSphere, the object responsible for controlling Matter Splatter's appearing and disappearing holes. It seems like the planet would've been a vertical climb upwards, utilizing Spring Mario or wall jumps.
(Source: CometMedal)
Power Star Halo in Freezeflame Galaxy#
During the missions Purple Coins on the Summit and Conquering the Summit in Freezeflame Galaxy, the glowing halo for the Power Star in Hot and Cold Collide and Frosty Cosmic Mario Race is still loaded and can be seen in the distance.
(Source: CometMedal)
J-Shape Planet in Melty Molten Galaxy#
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The low poly model for the J-Shape Lava Planet from Melty Molten Galaxy differs in texture design from its high poly counterpart. Whereas the high poly model features grey, stony textures, the low poly model features red, rocky textures.
(Source: CometMedal)
T-Shape Planet in Space Junk Galaxy#
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The low poly model for the T-Shape Planet in Space Junk Galaxy features many design differences not seen in the high poly model. Besides the obvious differences in texturing, various poles can be seen on the low poly model in areas that differ from the high poly model.
(Source: CometMedal)
Bonefin Galaxy's Staff Roll Image#
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The image for Bonefin Galaxy seen in Super Mario Galaxy's credits features a brief glimpse of the scrapped unicorn horn-esque breakable column, visible just below Mario.
(Source: CometMedal)
Rolling Gizmo Galaxy's Staff Roll Image#

The image for Rolling Gizmo Galaxy seen in Super Mario Galaxy's credits is missing a 1-UP mushroom that is normally present in the yellow cogwheel platform.
(Source: KizGalaxy & CometMedal)