This is a sub-page of Super Mario Sunshine.
Unused Multiplayer Functionality#

It would appear that at some point there was a multiplayer mode planned, as a function called SMS_isMultiplayerMap exists within the code. When the scene ID is changed to what the function is looking for (0x0C00), the area's camera will function using an unused multiplayer behavior. This camera behavior can be activated in the European version with the following Action Replay code: 042A8B34 38600001.
Another class called TCameraMultiPlayer was also implemented at one point, but was removed, and instead the multiplayer camera functionality was coded into the CPolarSubCamera class. This class has functions called ctrlMultiPlayerCamera, addMultiPlayer, removeMultiPlayer, and createMultiPlayer. Another class named MultiPlayerData is stored in the CPolarSubCamera class, which holds a few floats relating to the camera.
If Shadow Mario is present, the camera will zoom out to show both him and Mario at the same time. The camera is very buggy and will sometimes go right through the level geometry. Moving the C-Stick only makes very subtle camera movements, but not enough to rotate it. If Shadow Mario is despawned, the camera will fixate on Mario and remain there.
If Shadow Mario is defeated in a scene with this ID applied, he won't disappear or trigger an event like he normally does. Instead, he will run to his nearest node point and stay there without reacting to Mario's presence.
(Source: Ralf@GC-Forever, Catley, Gamma, shibboleet)
Pickup Function#
Additionally, there is an unused multiplayer feature that allows Mario to pick up Shadow Mario and vice versa. For it to be enabled, collision must be applied to the EnemyMario and EMario actors.
(Source: Miluaces)
Unused Goop Function#
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To do: |
Previously seen in promotional footage, Mario's entire model could be covered in goop, excluding his eyes. This can be activated with the following Action Replay codes:
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Europe |
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(Source: Ralf@GC-Forever, Catley)
Unused Pollution Effects#
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There are many different types of pollution, with three unique effects for when Mario interacts with it: muddy, electric, and firey. However, there are a few pollution effects which go unused.
Value |
Description |
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0 |
Mario begins to sink slowly upon contact with this pollution, losing 2 points of health per second.
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3 |
A strange effect that prevents Mario from moving laterally. |
5 |
This effect kills Mario instantly upon contact. |
6 |
This effect paints Mario's clothes without taking damage. |
7 |
An unused duplicate of fire pollution. |
Use the following Gecko codes to change all pollution's effect:
Version |
Gecko Code |
|---|---|
JP |
041F2B68 38A0XXXX |
NA |
041A0FD0 38A0XXXX |
Replace "XXXX" with the pollution effect (Ex: "0000" for the unused sinking goop).
(Source: Noki Doki)
Unused Boo Disguises#
Watch on YouTubeBoos have the ability to be disguised as yellow coins, blue coins, and Shadow Mario; However, there are 10 other disguises that are never used.
- These are accessible by changing a Boo's "type" parameter.
Disguise |
Type |
|---|---|
Shadow Mario |
0 |
Yellow Coin |
1 |
Red Coin |
2 |
Blue Coin |
3 |
Bananas |
4 |
Durian |
5 |
Papaya |
6 |
Pineapple |
7 |
Coconut |
8 |
1-Up Mushroom |
9 |
Wooden Box |
10 |
Wooden Barrel |
11 |
Male Pianta |
12 |
(Source: Inkstar)
Unused Screen Wipe#
An unused screen wipe named "Door" which closes the screen like a pair of doors. 
(Source: JoshuaMK)
NamekuriLauncherManager#
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This needs some investigation. |
The pile-of-goop generator that spawns Strollin' Stus has an unused manager for spawning Goobles called NamekuriLauncherManager, according to the game's code.
Shadow Mario HP Meter#

Shadow Mario has an unused function called drawHPMeter. If its timer is set to anything other than 0, an HP meter will display for that amount of time upon him taking damage.
(Source: MasterF0x)
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Japan |
Europe |
Switch |
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- The "RRGGBBAA" line determines the health bar's RGBA (color/alpha) value, so replace this line with your desired values:
RR = Red GG = Green BB = Blue AA = Alpha
Leftover SPCPrint Function#
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Watch on YouTubeIn various stage's event scripts (used for talking to NPCs, triggering in-game cutscenes, etc.) there are leftover "print()" fuctions which the delevopers used to print text to a logger when certain functions are called. This can be re-enabled and viewed in Dolphin's logger using either of the following codes:
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Japan |
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E3 Sun Shade#
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As on the promotional trailers, the sun shade window from the glare used additive blending, while later copies have the normal transparency. When the flag using these codes is enabled, the blend factors change while rendering on-screen.
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Retail |
E3/Promos |
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Europe |
Japan |
Switch |
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