the cutting room mirror

Unused Rails

This is a sub-page of Super Mario Sunshine.

To do:
A couple of unused flags.

Rails are used for various purposes, including directions for characters to travel, object rotation and translation, ocean waves, and various other tasks.

File Select#

Ship#

SMS-FileSelectShipRail.png

Behind the distant hills in the background is a rail named ship0, suggesting that a ship was intended to sail in the background.

(Source: Inkstar)

Fish#

SMS-FileSelectKaiyuRail.PNG

Just right of the options menu is a little square rail named kaiyu (fish) meant for a fish to swim along.

(Source: Inkstar)

Delfino Airstrip#

SMS-Airstrip-Rail-4.png

During the return to Delfino Airstrip, the Soarin' Stus in the unused waiting room above the map use a rail simply numbered 28.

(Source: Inkstar)

Delfino Plaza (Normal)#

Kukku#

SMS-Delfino-Kuku-Rail.png

After Yoshi is obtained but before Sirena Beach's pipe is unplugged, a path named kuku circles around the Sirena Beach pipe. "Kukku" is the internal name for Coo Coos, so it's possible one was going to circle around the Sirena Beach pipe.

(Source: Inkstar)

Butterfly#

SMS-Delfino-chou-Rail.png

While Bowser Jr.'s boat is docked, an unused rail named chou (butterfly) sits next to the Pianta statue.

(Source: Inkstar)

Delfino Plaza (Flooded)#

Unused

Used

During the Delfino Plaza flood, only one boat is active in the center of the Plaza. Despite this, the rails for the two boats which traverse the ocean are leftover, and slightly different than the used ones.

(Source: Inkstar)

Bianco Hills#

Episodes 3 & 6#

SMS-Bia36-Mew00-02.PNG

A duplicate of four bird rails from Episode 5 labeled mew00 through mew03 exist far out of bounds in Episodes 3 and 6, with one of the bird rails being stretched abnormally far.

(Source: Inkstar)

Episode 5#

SMS-Bia5Path-test1.png

Located by the fenced area where Petey Piranha sleeps is an unused rail loop named test1.

(Source: Inkstar)

Gelato Beach#

SMS-WigglerRail.png

In Episode 3, Wiggler has an unused route named bosshanachan1f which goes across the coral reefs. This rail does not work when restored, as Wiggler gets stuck underwater running against the reef.

(Source: Inkstar)

Pinna Park#

Episode 2 Secret#

SMS-UnusedRailsPinna.png

Underneath the spawn point in Pinna Park Episode 2's secret stage are four unused rails labeled up00 through up03. These rails are positioned similarly to the trampoline blocks used to access the upper portion of the stage.
Their positions, names, and upwards motion suggest these were likely meant to elevate blocks for access to the upper portion of the stage.

  • Ironically, the top rail moves downwards.

(Source: Inkstar)

Snooza Koopas#

Unused

Used

Snooza Koopas follow circular rail formations around their spawn when Mario is far away. However, in every Episode of Pinna Park except 1 and 4, there are leftover Snooza Koopa rails, with two rails positioned differently than in Episode 4.

(Source: Inkstar)

Strollin' Stus#

SMS-PinnaHamukuriRail.PNG

There is one unused rail for Strollin' Stus named hamu on Pinna Beach in Episodes containing Soarin' Stus. Since the grass is elevated, the rail clips into the ground and is unusable.

(Source: Inkstar)

Ferris Wheel Koopa#

SMS-FerrisWheelKoopaRail.png

In Episodes 1, 6, and 7, an rail numbered "4" is placed atop the climbable section of the Ferris wheel where the Electro-Koopa King sits in Episode 5.
The rails for the Red Electro-Koopas climbing the back of the ride are numbered "0" - "3", meaning a Red Electro-Koopa was likely going to pace there.

(Source: Inkstar)

Tamanoko#

SMS-Pinna-Rail-Tamanoko.png

During the rollercoaster ride in Episodes 1 and 8, underneath the Pinna Beach section of the map is a rail named tamanoko.

(Source: Inkstar)

Leftovers#

Episode 5 Koopas#

SMS-PinnaElectroRailBack.png

The rails for the Red Electro-Koopas that climb the back of the Ferris wheel in Episode 5 are also present in Episodes 1, 2, 6, and 7.

(Source: Inkstar)

Episode 3 Koopas#

SMS-pinna3rails.png

The rails for the Red Electro-Koopa on the sloped fence from Episode 3 are also present in Episode 1.

(Source: Inkstar)

Sirena Beach#

Episode 2#

tere03

tere05

tere08

While nine Block Boos circle around the totem in Hotel Delfino, there are actually twelve Block Boo rails, with tere03, tere05, and tere08 being unused.

(Source: Inkstar)

Episode 7#

SMS-Sirena-Rail-test.png

An unused rail named test. This likely was a test rail for Shadow Mario.

(Source: Inkstar)

Janitor#

SMS-attic-pianta-rail.png

The janitor Piantas in Sirena Beach never walk- despite this, around the attic entrace in Hotel Delfino is an unused rail named Monte23, which is placed next to the janitor cleaning the entrance.

(Source: Inkstar)

Main Rail#

Unused

Used

In most stages, a "main" rail exists as a default path for enemies and animals which aren't assigned a path to follow. However, despite no enemies or animals existing on Sirena Beach in any Episode besides Phantamanta in Episode 1, this rail still exists, and with a different route than in Episode 1.

(Source: Inkstar)

Noki Bay#

SMS-NokiBayCoinRail.PNG

An unused rail called coin exists in Episode 1, which only has two nodes: one at Mario's spawn point, and the other at the Blue Coin by the Rocket Nozzle.

(Source: Inkstar)

Pianta Village#

Animoko#

SMS-Pianta4Aminoko.PNG

Three rails for Red Electrokoopas, named animoko0 (left) through animoko2 (right), exist under the northwest corner of the map in Episodes 2 and 4-7. While Red Electrokoopas don't exist in these Episodes, their files do, excluding Episode 2.

aminoko2 is the same unused rail in Episode 3.

(Source: Inkstar)

Episode 3#

SMS-PV-Aminoko2.PNG

An unused Red Electrokoopa rail named aminoko2 ("aminoko" being the Red Electrokoopa's internal name) is present under the northwest corner of the map. While there is one Red Electrokoopa in the area and a handful of Klambers, none of them use this rail.

(Source: Inkstar)

Episode 5 Secret#

SMS-Pianta5SRail.PNG

There is one unused Pianta rail named monte6 (pianta6).

(Source: Inkstar)

Episode 7#

SMS-Pianta7-test2Rail.png

An unused rail named test2. Similar to Sirena Beach Episode 7's unused rail, test1, this was likely a test rail for Shadow Mario.

(Source: Inkstar)

Corona Mountain#

Sms-cloudrail.png

The second-highest cloud in Corona Mountain has an unused rail named S_cld20 which would move the cloud in a square lap. Being numbered as "20" implies there were 19 previous cloud rails.

(Source: Inkstar)

Test11#

HinoKuri2#

SMS_Hinokuri_rail.png

HinoKuri2 is attached to a rail which would make it walk around the map... if it worked.
Instead, HinoKuri2 disregards the rail and walks towards the center of the map, walking through a wall and dropping out of bounds.

Iceman#

SMS-RailTest11Iceman.PNG

Next to the two Piantas in the hole who follow similar rails is an unused rail named iceman.

(Source: Inkstar)

Popo#

SMS-unusedrailPopo.PNG

An unused rail named popo. "Popo" is the internal name of Poinks, meaning this rail was probably a leftover from testing Poinks.

(Source: Inkstar)

Unused Rails Types#

Name

Description

gorogoro1

This rail directs Piranhabons after spawning from a Gatekeeper. The used rail, gorogoro0, directs all Piranhabons in Bianco Hills.

mamegesso5 and mamegesso6

mamegesso0-4 and 7-9 are used for the Jumping Bloopers in Ricco Harbor.

hinokuri

A rail meant for "hinokuri", an enemy with no leftover files, likely related to the unused enemy HinoKuri2.

There are a few names that when given to a rail will provide it with special properties.

(Source: SMSWiki)

Oddities#

SMS-MonteCRail.PNG

In Gelato Beach Episode 4, the rail the small Pianta follows up the hill uses a whopping 63 nodes! This single dash uses more nodes than most of the rails in the entire game.

(Source: Inkstar)

Leftovers#

Delfino Plaza#

Ships#

SMS-PlazaBoatsRail.png

During the plaza state where the Proto Piranhas are active, the boats which traverse the ocean are docked by the Plaza, though their rails still exist.

(Source: Inkstar)

Name Oddities#

Sirena Beach#

  • Two Block Boo rails in Episode 2 are named "teru" instead of "tere".
  • The rail for the Noki beside the Shine puzzle in the Episode 4 casino is named monte01 (pianta01).
  • The rails for the Nokis on the beach are prefixed monte (pianta).

Pianta Village#

  • In Episode 3, two Coo Coos circle the golden mushroom, though their paths are named "kaze" ("wind", the internal name for Wind Spirits), indicating that Wind Spirits originally surrounded the mushroom.

Noki Bay#

  • In the Eely-Mouth map, one of the fish rails is numbered 0, while all the other fish rails are prefixed with "fish".

(Source: Inkstar)