the cutting room mirror

Unused Objects

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This is a sub-page of Super Mario Galaxy.

Watch on YouTubeBeside unused models, the game features a lot of unused objects as well. A video documenting most of these can be found here as well.

Planets#

AsteroidA#

While not exactly planets, this belongs with them. This cluster of giant asteroids are shaded in such a way that indicate a bright light source was in the center of them. They have no collision data, and no low-poly version.

BathtubPlanet#

SMGbathtub.png

A hemispherical planet sporting a basic checker texture and some water, the latter of which uses the image of reflected clouds for its texture. It is quite large compared to Mario, coming in at 54m in diameter. According to the groupinfo, the water is hot. Overall, this seems similar to the final boss arena in Super Mario Sunshine as well as the fight against the first King Kaliente in this game.

BegomanRoomPlanet#

SMGbegoroom.PNG

An unused planet with a unique shape. The platform up top has a hole in it that drops down to the room below, with a partial ring. The name begoman is the internal name for Topman. The planet is 30m × 45m × 100.6m in the game's scale. According to its description in the object list, it was meant to be inside the main planet of Battlerock Galaxy.

BossPlanetR50#

A battle arena filled with generic planet spheres and rings of clouds, all orbiting around a large central planet. The featureless central planet has a diameter of 150m and matches perfectly with the curvature of BossCrab's feet when animated. One of the planets in the background has an image imitating a Power Star indicator shine.

(Source: CometMedal (zoomed out render))

BroadBeanPlanetA#

A near-identical copy of the unused model BroadBeanPlanet. It has the exact same structure as the other model, but has the reflection map used by the other bean planets. Additionally, the low-poly model (BroadBeanPlanetALow) is a proper low-poly model for the planet.

CubeBubbleExPlanetA & CubeBubbleExPlanetB#

Two planets intended for use in Bubble Breeze Galaxy. Unfortunately, no models remain in these archives, but entries for both exist in the ObjNameTable. The entry for CubeBubbleExPlanetA reads キューブあわExAゾーン外壁 (Cube Bubble ExA Zone Outer Wall), implying it may have been a wall obstacle used in the second half of the galaxy (CubeBubbleExAZone). CubeBubbleExPlanetBs entry reads キューブあわExDゾーン外壁 (Cube Bubble ExD Zone Outer Wall), placing it within Bubble Breeze Galaxy's unused CubeBubbleExDZone area.

(Source: CometMedal)

DiskFlowerPlanet#

An early version of the first planet in Good Egg Galaxy, as was seen in the E3 2006 b-roll and playable demo of the game. One of the most obvious differences is the house, which has a pointed roof and different shape. The final version of the planet used in the game is called DiskGardenPlanet.

ExterminateMerameraPlanet#

SMGexterminate.png

A planet in the style of Melty Molten Galaxy planets, but with a lower polygon count. Meramera is the name for Burn Bit.

FlagDiscPlanetC#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Add the frame from the high-res SM3DAS ver. of the video

Flag Disc Can you see it from here? A planet very much like the first disk in the set of three found in Gusty Garden Galaxy, with the exception of a giant arrow sign on top. This planet can actually be seen in the game's ending cutscene, implying it was cut late in development.

(Ending appearance: CometMedal)

FloaterLandPartsA and FloaterLandPartsB#

SMG1-BuoyBaseTowerParts.png

Two copies of early tower parts exist under the names FloaterLandPartsA and FloaterLandPartsB.

FloaterLandPartsFrame#

SMGbuoyframe.png

An early version of the final design for Buoy Base's frame. The final frame was eventually made part of the main planet model, cannons and all.

GlassyTwinsPlanetA and GlassyTwinsPlanetB#

A pair of planets from the original E3 demo. The grassier of the two twins has a distinct rocky ring pattern. The planets shown are actually two separate models.

GraveStoneD and GraveStoneE#

Along with the other files for the path to Tarantox in Space Junk Galaxy, these two planetoids didn't make it to the final stage. GraveStoneD is a simple L-Block like GraveStoneC, while GraveStoneE is a small rocky ball. Unlike the other planets in this category, these objects have a proper texture.

HomePlanet#

This egg-laden planet was once used in the E3 demo and officially released to the public in the form of screenshots. Unfortunately, it was removed from use in the final, with only its model left within the game's file system as HomePlanet, with a copy under WorldMapHome. Low-poly versions of this planet exist as well, under the names HomePlanetLow and AstroDomeDemoHomePlanet (Astro Dome referring to the Comet Observatory).

KoopaVS2PartsDarkMatterE#

SMG1-KoopaVS2PartsDarkMatterE.png

A block of dark matter meant for Bowser's Dark Matter Reactor. This one is shaped like a long bar.

KoopaVS2PartsRestStepB#

SMG1-KoopaVS2PartsRestStepB.png

A solid stone platform meant for Bowser's Dark Matter Reactor.

OceanJShapePlanet#

A near-perfect copy of the planet from Melty Molten Galaxy, but with water instead of lava and different textures.

OtaKingBath#

SMG1-OtaKingBath.png

A near-perfect replica of Kaliente's planet.

PeanutPlanet#

This version of the peanut planet was found in the first E3 demo, as one of the first planets. It was later changed to the PeanutMudPlanet seen in Good Egg Galaxy. Curiously, a copy of this planet exists under the name TwinPeanutsPlanetB. TwinPeanutsPlanetA is the long beady planet in Gusty Garden Galaxy, which also has rocks rolling around on it. This planet can still be seen in the game's ending cutscene.

PieFortress#

A near-perfect replica of the same planet used in Good Egg Galaxy, with the only difference being that the tower on the grassy side is destroyed. The planet's name is PieFortress, while the combined version in the final game is DorayakiFortressPlanet. A low poly version exists at PieFortressLow.

(Source: CometMedal, for the additional info and renders)

KillerGunTriple#

SMG1-KillerGunnerTriple.png

A standalone version of the cannon tower meant for use with PieFortress exists under the name KillerGunTower. In the final game, the tower is part of the used planet.

Planet Disk#

SMGplanetdisk.png

A planet with its own clouds and sun. It has a flower patch on the top side, along with some mushrooms and a large picture of tree leaves. Interestingly, a sketch of this planet shows up in the concept art for the Starman Fortress.

PoleUnizoLandPlanet#

SMGpoleunizo.png

A strange rocky planet with a name referring to the fuzzy red Urchins found in hot galaxies. It has a low-poly model, but it is identical. Unlike the other unused planets, this one has an entire unused zone dedicated to it.

RelayPlanetC#

SMGrelayplanetc.png

A small planet found in the E3 demo, but nowhere in the final. It was located at the alternate branch of the pull star path.

RelayPlanetH#

SMGrelayplaneth.png

A planet very similar to the metal planets in Gateway Galaxy. It has a place on one end for a cannon or similar square object.

RelayPlanetF#

A very rusty and unused planet. It has a low-poly version as well. This planet technically is used, but only shrunken down and as a decoration on the way to the electric Undergrunt Gunner in Toytime Galaxy.

StarDustHillPlanet#

A small hemisphere planet bearing the name for Space Junk Galaxy. Despite this, it is featured in the level selection model for Good Egg Galaxy.

StarDustStar#

SMGstarduststar.png

A strange planet with weird-shaped hills. On the opposite side of the Question Mark hill is a heart shape. Once again, it bears the name of Space Junk Galaxy, but would fit better in Good Egg Galaxy.

StarManFort#

A high-quality planet that was ultimately scrapped, much to the dismay of the development team. The two pipes on the planet are not warps but instead have the fully modeled tube interior, with the second pipe leading from the top of the tallest roof to the spherical underside of the planet. The yellow structure bears the same electric symbol as the ChargeSpot model. It, too, has concept art in the Prima guide. As can be seen by the concept art, it went through several incarnations, with the last two being left in the game's files. The version seen in the concept art depicts features such as a snowy area and a construction site.

It's also interesting to note that this same image also shows BossCrab, Planet Disk, and three copies of the Star Planet. It also shows some generic spherical planets and the spaceship planet used in Space Junk Galaxy.

TakoheiRelayPlanet#

The name Takohei refers to the red octopus enemy, Octoguy. The reflection image used on the metal is the same one used by UFOs and other models in the final version of the game.

UFOBlueStarCupsule#

SMGcupsuleufo.png

A UFO combined with the standard Pull Star capsule planet. The most interesting feature is that all of its textures are slight variations of the ones used by other UFO models, including two recolored environment images. The spelling error is indeed part of the name.

WaterBowlObject#

SMG-WaterBowlObject.png

A water bowl with a simplistic water texture, complete with collision. Interestingly, it comes with a GroupInfo file which defines it as "SimpleDome023255 (null)".

(Source: CometMedal)

WaterCubeObject#

SMG-WaterCubeObject.png

A very large water cube, possibly related to WaterBowlObject. It lacks collision and any other files besides the main model file.

(Source: CometMedal)

WaterCylinderObject#

SMG-WaterCylinderObject.png

A stout cylinder made of water, possibly related to WaterBowlObject and WaterCubeObject. Just like WaterCubeObject, it lacks collision and any other files.

(Source: CometMedal)

WaterSphereObject#

SMG-WaterSphereObject.png

A sphere of water, possibly related to WaterBowlObject, WaterCubeObject and WaterCylinderObject. It, too, lacks collision and additional files.

(Source: CometMedal)

WaterTorusObject#

SMG-WaterTorusObject.png

A ring of water, possibly related to WaterBowlObject, WaterCubeObject, WaterCylinderObject and WaterSphereObject. It lacks collision and additional files.

(Source: CometMedal)

WaterSphereObj#

SMG-WaterSphereObj.png

An impressively detailed sphere made of water. It lacks collision, but has a single animation file for gentle movement of the water.

(Source: CometMedal)

WaterSphereObjCore#

SMG-WaterSphereObjCore.png

An oddly textured planet with possible relations to WaterSphereObj. It comes with collision files and a GroupInfo file, which defines it as "Core (null)". It may have been placed within the center of WaterSphereObj.

(Source: CometMedal)

Enemies#

DragonHeadFlower#

This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.
Specifically: Maybe record a video of DragonHeadFlower's behavior?

left|thumb|150px|And for years we thought this guy was an enemy of some sort This massive flower monster could easily fit Mario in its mouth, and that's just what it tries to do. If you give it a path, and approach it while on a Star Ball, it will suck the player into its mouth, then spit him out along the path while rotating its three leaves like a propeller.

(behaviour discovery: shibboleet)

FlameGun#

SMGflamegun.png

Despite being a marble statue, this fire-breathing pig is very much alive. It has animations for looking around, hopping in excitement, and leaning forward to shoot a stream of fire. It has a surprising amount of bones for a statue, and its ears will flop around as it moves its head about. Its shading style is similar to that of some of the other models here, but unlike them, all of the shading is done through vertex coloring rather than textures.

The enemy can be spawned with hacking, and it still functions to some degree. It continually cycles between looking around and blowing invisible fire, never moving from its spot or reacting to Mario at all. Touching it causes Mario to react the same way he does to fire and lava.

TurtleBeamKameck#

TurtleBeamKameck.PNG

All Magikoopas seen in the game shoot beams that create fireballs. However, there are actually objects for two other types of Magikoopa. TurtleBeamKameck Magikoopas would fire beams that create Koopa shells, just like the kind that Kamella uses.

(Source: SSL)

Switches and Triggers#

This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.
Specifically: There used to be more videos here, but they've all become unavailable. Please upload some footage of CrystalSwitch, HitWallTimerSwitch and PTimerSwitch in action!

CrystalSwitch#

left|thumb|150px A strange crystal switch that's highly reminiscent of those seen in some Legend of Zelda games. It has one animation called wait, in which it spins rapidly.
The switch is still mostly functional, and can be activated by a number of player interactions, including but not limited to: hovering the cursor over the object, spinning into it, jumping on it, ground pounding it, shooting it with a Star Bit, shooting it with fireballs, hitting it with a Koopa Shell, or touching it mid-flight (whether by the Flying Star, the Boo Mushroom, or being shot from a cannon).
The switch functions by a SW_A switch, and it has a single object argument defined by Obj_arg0. The code for the argument, however, is incomplete and non-functional as a result; what remains of it defines the length of time the crystal continues to spin and keep its switch active. Its default value is 300 frames (5 seconds).

(Additional research: CometMedal & MrL314)

HitWallTimerSwitch#

left|thumb|150px A horizontal switch bearing the old ground pound symbol.
The switch is surprisingly functional and can be set with the SW_A switch; the model turns yellow when activated. It can be activated by various player interactions, including being spun into, being jumped on, being shot with a Star Bit, being shot with fireballs, being hit with a Koopa Shell, or being flown into (via Flying Star or from being shot out of a cannon).
When activated, the switch's default timer value is 300 frames (5 seconds). Oddly, anything that is activated by the switch remains after the timer has ended, meaning that it is hypothetically possible to continue infinitely spawning or triggering objects by waiting out the timer and hitting the switch again.

(Additional research: CometMedal & MrL314)

ItemBlockSwitch#

Using the regular Super Mario Galaxy ? Block model, there exists an object named ItemBlockSwitch. It loads the model, but the switch is nonfunctional and, sadly, either does nothing or crashes when hit.

PTimerSwitch#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: When emulating, PTimerSwitch appears to make multiple invalid memory calls when SW_A isn't set. Is this an emulation bug, or will it also occur on real hardware?

left|thumb|150px A familiar, yet primitive-looking P Switch.
It functions as a basic switch object utilizing the SW_A switch, but disappears completely after being activated.
It has code for attaching directly to the floor beneath it, meaning it can be used on moving floors and platforms.

(Additional research: CometMedal & MrL314)

SwitchBox#

This page or section needs more audio.
There's a whole lotta words here, but not enough audio. Please fix this.
Specifically: Rip the sound effects and upload them here, please!

left|thumb|150px Watch on YouTubeAn interesting-looking red ? Block that functions as a switch. It is code-complete, and thus entirely functional. Its switch mechanic functions by an SW_DEAD switch, meaning that anything linked to it can be triggered once SwitchBox is destroyed. When destroyed, it functions and animates similarly to a brick block.
It contains one argument defined by Obj_arg0. When this argument is set to 0, it doesn't cast a shadow beneath itself.

SwitchBox can be activated by a myriad of player and hostile enemy interactions. It can be broken by being spun into, ground pounded, hit from beneath, shot with fireballs, hit by a rubbery bulb, hit with Koopa Shells (including Red and Gold Shells, which will home in on it), or being flown into (via Flying Star or being shot from a cannon). Enemy interactions include being blown up by Bob-Ombs, Bomb Boos and Bullet Bills, or shot with fireballs from a Rocto or Magikoopa. When destroyed, the sound effect SE_OJ_S_BLOCK_BREAK will play. Interestingly, it has a sound effect for being destroyed while underwater as well, called SE_OJ_S_BLOCK_BREAK_W. The underwater sound effect is simply the regular sound effect, but with a slight dampener and reverb effect.

(Additional research: CometMedal & MrL314)

Platforms and Obstacles#

CubeBubbleExRotateWallS#

SMGswall.png

It seems a smaller rotating wall was planned for Bubble Blast Galaxy, but it was scrapped.

InvisibleWallBattleShipA#

SMG_InvisibleWallBattleShipA.png

An invisible wall collision polygon with no physical model. Using a tool to interpret the collision data reveals the shape of the wall. From its filename, it was likely this wall was going to be used somewhere in Battlerock Galaxy. It has an entry in the ObjNameTable which defines it as 見えない壁(バトルシップA) (Invisible Wall (BattleshipA)).

(Source: CometMedal)

InvisibleWallGCapture10x10#

SMG_InvisibleWallGCapture10x10.png

An invisible wall collision polygon with no physical model, taking up a 10 x 10 space. Using a tool to interpret the collision data reveals the shape of the wall. This invisible wall, when hacked into the game, restricts the player's movement while using a Pull Star. It has an entry in the ObjNameTable which defines it as 見えない壁(Gキャプチャー割れない)10x10 (Invisible Wall (G Capture Cannot Be Broken) 10x10).

(Source: CometMedal)

InvisibleWallJump10x10#

SMG_InvisibleWallJump10x10.png

An invisible wall collision polygon with no physical model, taking up a 10 x 10 space. Using a tool to interpret the collision data reveals the shape of the wall. When hacked into the game, the player can wall jump off of this wall. It has an entry in the ObjNameTable which defines it as 見えない壁(壁ジャンプ有り)10x10 (Invisible Wall (Can Wall Jump) 10x10).

(Source: CometMedal)

MechaKoopaPartsWreckA#

SMG1-MechaKoopaPartsWreckA.png

A copy of Mecha Bowser's left arm with all of the paint stripped off. The name indicates that it was meant to be part of the wreckage floating about after Mecha Bowser is destroyed.

OceanFloaterTowerRotateStepC#

SMGbuoystepc.png

Part of Buoy Base Galaxy that never quite made it past planning.

RevolvingWay#

SMGrevolvingway.png

A planet with a hole in it. The Star Pointer will react with it, but trying to grab the planet like normal (with the A button) does nothing. Using the B button, however, you can rotate the platform any direction you want. This is because, early on in development, the B button was used to interact with objects, suggesting that this particular object was scrapped early on.

SeaBottomBigDoorC#

left|thumb|150px A golden circular gate meant for Deep Dark Galaxy. It was likely meant for the Boo Box planet, as the gold color matches the planet's golden features, and it is the perfect size for the circular openings on the planet.

SeesawMoveNutA and SeesawMoveNutAC#

Three early versions of the rotating nut platforms in Dreadnought Galaxy were left in, under the names SeesawMoveNut, SeesawMoveNutA, and SeesawMoveNutC. The first two are identical, while Nut C is a tube shape. The model used is SeesawMoveNutB.

TreeCube#

left|thumb|150px A cubic tree. Yay. The model does not work.

TsukidashikunBig#

left|thumb|150px An unfinished "bigger" version of a Bomp. They are both exactly the same size.

Galaxy Reactor Selection#

This page or section has one or more broken YouTube links.
Please find an archived version of the video(s) or a suitable replacement.

Watch on YouTubeA galaxy selection object for Bowser's Galaxy Reactor can be found under the name MiniKoopaBattleVs3Galaxy, which isn't used in the final game because the player can access the galaxy by talking to Rosalina.

(Source: SunakazeKun)

Miscellaneous#

BigHammer#

SMG_BigHammer.png

A large hammer, strangely similar in design to the hammer used as a weapon in the Mario & Luigi RPG series. As the filename implies, it's obscenely large compared to the player, and has three animations - one for being slammed on the ground, one for waiting face-down on the ground, and one for being lifted. All together, these animations play out a 'hammering' animation cycle. It's likely it would have been an obstacle similar to the Ledge Hammers from Clockwork Ruins Galaxy in Super Mario Galaxy 2.

(Source: CometMedal)

BallTornado#

A strange glowing ring. According to code leftover in the game, it has some relation to two unused objects called RockBall and IronBall, but it never appears when hacked into the game, leaving its purpose a mystery. It has five animations; four being for the model (two spawning/disappearing animations, which cause its colors to pulse; the other two animations don't seem to do anything), and one being for the model's materials (which causes a yellow tint to appear on one end of the model). It has no entry in the ObjNameTable, but it is referenced in the game's .DOL.

(Source: CometMedal)

BoilingWaterBall#

SMG_BoilingWaterBall.png

A sizeable ball of what is supposedly boiling water. It has one animation, in which it undulates.

(Source: CometMedal)

BossKameck2Barrier#

SMG_BossKameck2Barrier.png

A large magical barrier meant for the Kamella boss fight in Deep Dark Galaxy. Compared to the barrier used in the final game, BossKameck2Barrier is slightly larger and has a more defined shape. Unlike the final model, however, its texture and animation is a lot more simplistic. It can be found in the ObjNameTable under ボスカメック2バリア (Boss Kamek 2 Barrier).

(Source: CometMedal)

BossStinkBugCore#

SMG_BossStinkBugCore.png

A large orb with some relation to Bugaboom (BossStinkBug). It has no animations and its single texture colors it white, but it appears yellow thanks to its associated material. Its purpose is unknown, but it fits perfectly within the hole on Bugaboom's underside.

(Source: CometMedal)

CaretakerGarbage#

left|thumb|150px A cart filled with trash. Caretaker is the internal name for Gearmo, indicating that this would've been used in the Garbage Dump missions.

Cloud#

Not a model, but a texture archive featuring four different cloud textures; ninobjcloudl, ninobjcloudl2, ninobjcloudm and ninobjclouds. It's likely they were intended for use as a skybox or screen decoration.

(Source: CometMedal)

DinoPackunFlame#

Some sort of "flame" model associated with Dino Piranha. It has three animations: appear, wait and disappear. It is OBSCENELY large in its un-animated form, dwarfing Dino Piranha, his egg, his planet, and most other objects. Despite its filename, it's unclear what purpose this object would have served, though it's likely it would have been used during the Firey Dino Piranha boss fight.

(Source: CometMedal)

Jiraira#

left|thumb|150px A shiny bomb bearing Bowser's emblem. Unlike most of these objects, this one is actually functional. It will explode if Mario steps on it or a fired Star Bit touches it and regenerates shortly thereafter.

KirairaFixPoint & KirairaFixPointTop#

Two bases meant for the Mine enemy in Deep Dark Galaxy, KirairaFixPoint and KirairaFixPointTop, respectively. The design for KirairaFixPointTop is not completely unused, appearing in the underwater cave area of Deep Dark Galaxy, but it's baked directly into the GhostShipCavePlanet model, meaning KirairaFixPointTop as a standalone model goes unused. On the flipside of things, KirairaFixPoint goes completely unused, and seems to be an early design for the final base model.
KirairaFixPointTop also appears in an early screenshot of Buoy Base Galaxy from one of the press kits.

(Source: CometMedal)

KoopaBattleMapPlanetVs3Lv3Bloom#

left|thumb|150px A "bloom" model for the lava within the final planet used during the Bowser battle in Bowser's Galaxy Reactor. It's an identical duplicate of the KoopaBattleMapPlanetBloom and KoopaBattleMapPlanetVs2Bloom models used in Bowser's Star Reactor and Bowser's Dark Matter Plant respectively, but unlike these models, KoopaBattleMapPlanetVs3Lv3Bloom is never loaded by the game and, thus, goes unused.

(Source: CometMedal)

LavaStrangeRockTable#

left|thumb|150px A strange looking rock table meant for Melty Molten Galaxy.

LavaStrangeRockLow#

SMG_LavaStrangeRockLow.png

Despite the filename implying LavaStrangeRockLow is a low poly version of LavaStrangeRock, it's actually an identical duplicate of LavaStrangeRockLLow, which in itself is the used low poly version of LavaStrangeRockL. Predictably, LavaStrangeRockLow fails to resemble LavaStrangeRock and actually resembles LavaStrangeRockL.

(Source: CometMedal)

LavaFloatingStepALow#

SMG-LavaFloatingStepALow.png

A low poly model of LavaFloatingStepA, used in Melty Molten Galaxy. Strangely, it fails to resemble LavaFloatingStepA, and better resembles LavaStrangeRockTable.

(Source: CometMedal)

LavaPlane#

This archive has no actual models, but rather, three textures; lavaindirect, lavaplane and mask. Though its specific use is unknown, it was possibly going to be used as some sort of screen effect, similar to the WaterWave effect applied over the screen when the player is underwater.

(Source: CometMedal)

MarioLauncherAttractor#

SMG_MarioLauncherAttractor.gif

A field of gravity applied to the player that, when the player is shot from a cannon, pulls them in a spherical area towards the point of the object. It seems to have an exceptionally large if not infinite range when in effect, and when the player is affected by it, unique particle effects follow them. Strangely, the object never appears visually, despite having its own unique model complete with an animation.

(Source: CometMedal & KizGalaxy)

MeteoContainer#

left|thumb|150px A meteor, sporting a unique and high-quality texture. It can be destroyed when the player is in "Tornado" mode. Strangely, it has code to function as a switch; setting the SW_DEAD switch can cause it to spawn objects or trigger events when destroyed. Upon SW_DEAD being activated, it plays the SE_SY_READ_RIDDLE_S sound effect.
Additional code also exists for the object that seems to allow it some ability to stop any currently occurring scene for ~10 frames and shake the camera after being destroyed, but this never occurs when the object is hacked in. A nearly identical object exists under the name RockBall, but this particular object doesn't seem to have any leftover code or functionality, and will not appear when hacked into the game. It's unclear if it has any actual relation to MeteoContainer beyond visual similarity.

(Additional research: CometMedal & MrL314)

(RockBall discovery: CometMedal)

OceanHomeAppearStep#

SMG_OceanHomeAppearStep.png

A set of wooden platforms that seem to roughly fit the top of the island in Beach Bowl Galaxy.

(Source: CometMedal)

OceanHomeTopRock & OceanHomeUnderRock#

SMG_OceanHome_Rocks.png

Exact duplicates of HeavenlyBeachTopRock and HeavenlyBeachUnderRock, the rock caps inside and above the underwater cavern in Beach Bowl Galaxy.

(Source: CometMedal)

OceanPhantomShipAir#

SMG_OceanPhantomShipAir.png

A small skybox area seemingly intended for the ghost ship in Deep Dark Galaxy. It would have likely appeared as a backdrop for the moon cutscene during Kamella's first appearance, and is just large enough to engulf the main planet of the galaxy. In the ObjNameTable, it is referred to as 海洋幽霊船大気 (Ocean Phantom Ship Atmosphere).

(Source: CometMedal)

OceanRingPipeMatInside#

SMG_OceanRingPipeMatInside.png

A long, flat, semi-transparent plane with a watery texture that gently distorts. From its filename, it's likely its materials would have been used for the water within the main planet's pipeline in Sea Slide Galaxy. The planet's water takes its textures and materials from OceanRing in the final game.

(Source: CometMedal)

OPDSight#

SMG_OPDSight.png

A crosshair in a circle. Its texture is called Target. Despite said texture being in black and white, the model's materials turn it a greenish color.

(Source: CometMedal)

SkeletalFishBabyShadow#

SMG_SkeletalFishBabyShadow.png

A slightly larger version of the SkeletalFishGuardShadow model, used by the Bonefin enemies summoned by Kingfin.

(Source: CometMedal)

SkyRiver#

A texture archive lacking any models. Its internal folder is called waterstream and houses three textures; indwater, streammask and streamwave. It's likely these would have been used as screen overlays to accomplish visual effects similar to those imposed upon the screen when underwater.

(Source: CometMedal)

Confeito#

SMG-Confeito.png

An untextured sphere. The filename may derive from the Portuguese word "confeito", after which the popular Japanese sugar candy "konpeito" is named. As Star Bits are inspired by konpeito, it's possible this model was an early placeholder for the Star Bit model.

(Source: CometMedal)

CursorB#

SMG-CursorB.png

The dialogue indicator from Super Mario Sunshine. Its animations are intact.

(Source: CometMedal)

IcicleRockA, IcicleRockB & IcicleRockC#

SMG-IcicleRockA-B-C.png

Three strangely textured rocks. Each of them have a single animation for slightly bobbing up and down, and all have back-face culling, meaning they were only meant to be viewed from the front. All three rocks have a GroupInfo file, each of which refer to the rocks as Rock00 (null), Rock01 (null), and Rock02 (null), respectively.

(Source: CometMedal)

DPDOutPointer and DPDPointer#

Two star cursors from early builds of the game. These cursors can both be seen in early screenshots and gameplay footage.

(Source: CometMedal)

StarCursor#

SMG-StarCursor.png

A cursor resembling the cursor from early builds of the game. It has several animations: one for appearing, one for spinning, one for staying static, and two color animations for gently flashing red or blue.

(Source: CometMedal)

Pointer#

SMG-Pointer.png

A simple sphere. Not much can be said about this object, as it lacks any other files besides the model itself.

(Source: CometMedal)

NearFire#

An untextured sphere. It is unknown what purpose this object serves, as it cannot be found in the game's DOL, and it never appears when hacked into the game. It has a single animation for growing in size, and then rapidly collapsing in on itself.

(Source: CometMedal)

IceBox#

SMG-IceBox.png

A simple box made of, or encased in ice.

(Source: CometMedal)

IceCube#

SMG-IceCube.png

A cube made of ice. It has a unique reflection map that moves with the camera.

(Source: CometMedal)

TeresaMansionLightALightVolume & TeresaMansionLightBLightVolume#

SMG-TeresaMansionLightALightVolume.png

Two identical cylinders, possibly intended for use by the ceiling lights in Ghostly Galaxy's mansion.

(Source: CometMedal)

TalkBalloonIcon#

SMG-TalkBalloonIcon.png

A simple speech bubble with a black outline. It is a billboarder, meaning it always faces the camera no matter the angle at which it is viewed. It may have been used as an early or placeholder version of the speech bubble that sometimes appears over the heads of NPCs in the game.

(Source: CometMedal)

SandUpDownTowerBreakableWallA#

left|thumb|150px A tall, breakable wooden box meant for the sinking tower in Dusty Dune Galaxy. This one is taller than its used counterpart.

StarrySky#

left|thumb|150px A background full of stars and a (dim) rainbow of colors. The star texture's name is SpaceInnerUniverse.

SpaceInner#

SMG-SpaceInner.png

A skybox featuring a bright stretch of galaxy and some dim rainbows. It shares the same star texture as StarrySky, and may possibly have relation to it.

(Source: CometMedal)

SubmarineVolcanoSmallColumn#

SMGhorn.png

Four breakable "unicorn-like horns" were meant to decorate Bonefin Galaxy's sea floor. They were probably cut late in production, as they were still present in the version Prima received to make their strategy guide with, in the galaxy's level selection model and in the galaxy's unused low-poly model. In the final version, they are all destroyed, with air bubble generators inside their hollow bases. The model comes with a normal map, something that most models in the game do not have. The Japanese name in ObjNameTable.tbl is 海底火山石柱(小) "Seabed Volcanic Stone Pillar (Small)", further indicating their relationship to the large breakable rock pillars (SubmarineVolcanoBigColumn), the object from which it inherits much of its code.
Because it inherits code from SubmarineVolcanoBigColumn, it can be destroyed in the same way solely by Kingfin, and even has an associated breaking model called SubmarineVolcanoSmallColumnBreak. However, unlike the big columns, the small column has its own unique line of code that allows it to endlessly generate air bubbles from its tip.

(Additional research: CometMedal & MrL314)

ZoneHalo#

left|thumb|In-game screenshot of ZoneHalo. A blue glowing light likely meant to be shown around/behind planets, as the model has a concave shape. The game uses models like SphereAir for this purpose.