This is a sub-page of Super Mario Sunshine.
Unused Episode Names#
In the file that contains all of the Episode names, common/2d/scenarioname.bmg, numerous instances of "Red Coin Riddle" or "Red Coin Riddle 1/2" can be found. These most likely belong to the various timed Red Coin challenges in Secret platforming stages. Despite never being used, the titles were properly translated. There are also a few instances of "???".
Ricco Harbor has one secret stage Red Coin Shine Sprite in the Tower and one hidden Shine Sprite in the Blooper Surfing Area. However, scenarioname.bmg lists Ricco Harbor as having "Red Coin Riddle 1" and "Red Coin Riddle 2" rather than "Red Coin Riddle" and "???", suggesting Ricco Harbor was supposed to have two secret stage Red Coin Shine Sprites.
Placeholder Text#
Most of the .blo files contain placeholder text for testing purposes. The Japanese version and international releases have different placeholder text because instead of translating certain bits correctly, the North American localization team decided to change them to their liking. Like a random song lyric 'cause, y'know, why not?
File name |
Text |
Comment |
|---|---|---|
message_2.blo |
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The only bit of interesting text is just one letter from the hiragana alphabet. In the international releases it was translated to "A". |
message_board_1.blo |
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pause_1.blo |
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load.blo |
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Most of the Japanese text in the file is just copies from savemessage.bmg, but the localization team replaced them all with these three words. |
guide_1.blo |
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's' is used as a placeholder in all the versions for most of the guide text, but the level header 's' in the Japanese version is replaced by "Corona Mountain" in the international releases. |
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scenario_demo_1.blo |
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scenario_select_1.blo |
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standard_1.blo |
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(Source: Peardian, sunn)
Undefined Message Error#
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To do: |
It seems that Sunshine has an error handler built in for undefined message pointers. This placeholder message is said by all of the NPCs in the test map.
These messages once existed in the Japanese version, but were replaced by something completely random.
Name |
Text |
Translation |
|---|---|---|
!!!ERROR!!! Message could not be loaded. |
あっ! きがつけば もうこんなに そとが あかるいぞ!! |
Oh! I didn’t even notice it |
!!!ERROR!!! Unspecified Message ID. |
たきたての しろいごはん たべたい・・・ |
I want to eat freshly |
Hover Nozzle Save Message#
Located in common.szs\common\2d\savemessage.bmg is a list of save pop-ups and outcomes. The first line of text in the nozzle section is an outcome of collecting the Hover Nozzle in a stage for the very first time. The Hover Nozzle is the default secondary nozzle at all times during the game, rendering this save message useless. But the localization team decided to translate it anyways.
You got the Hover Nozzle!
Hold down >
to fly through the sky.
Unused FLUDD Tip Balloon Messages#
In common.szs\common\2d\balloon.bmg there are two unused FLUDD tip balloon messages.
The first message is what FLUDD would apparently say at the very beginning of the Mecha-Bowser boss battle. However, FLUDD only speaks if a Bullet Bill gets too close, Mecha-Bowser's flames get too close without being doused, or Mecha-Bowser is hit with a water rocket.
Leave it all
to me!
I will report
if I see
anything!
In the second and final unused message, FLUDD was going to notify Mario when he had obtained a water rocket. Mario obtains one almost as soon as the battle begins and there are numerous water rockets throughout the roller coaster track. Once again, FLUDD never mentions anything about having acquired a water rocket at any point during the battle.
You have
obtained a
water rocket!
Quick! Fire it
at Mecha-
Bowser!
Test Fonts#
These two similar fonts are unused in the game because they were specifically used for testing. Except one is older than the other! The one on the left is found in title.szs and is used for the level select menus, while the one on the right is found in common.szs and isn't used for anything. Both are named test_fontex.bfn.
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title.szs |
common.szs |
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From ぁ to ン, Japanese alphabets (Hiragana, Katakana) listed in alphabetical order. ー is hyphen. So translate leftover Kanjis.
Japanese |
Translation |
|---|---|
発生 |
Happen |
本体 |
Machine |
押 |
Push |
電源 |
Power |
取扱説明書 |
Manual |
指示 |
Instruction |
従 |
Follow |
読込 |
Load |
閉 |
Close |
海外 |
Abroad |
初期化 |
Initialize |
作成中 |
Creating |
内容 |
Content |
消去 |
Erase |
失敗 |
Fail |
可能性 |
Possibility |
空 |
Empty |
使用 |
Use |
対応 |
Compatible |
向 |
For |
必要 |
Required |
量 |
Amount |
選 |
Select |
始 |
Start |
Debug Menu#
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To do: |
A blo named menu_2.blo holds a layout for what seems to be a debug menu. It asks for two deleted files from the game, pokelatin_pro20.bfn and J_coin1.bti. The most interesting of the options is Quest Info, as no "quests" are in the final game.
Test Save#
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To do: |
test_save_1.blo holds a save testing menu, which was of course used to test saving and save files. It asks for standard_font.bfn which does not exist. There is a word that appears in the blo, but isn't used in the layout.
Japanese |
Translation |
|---|---|
メッセージ |
Message(Not used) |
ファイル |
File |
はい |
Yes |
いいえ |
No |
やめる |
Quit |
Stage Select Menu#
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To do:
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Enter one of the following Action Replay codes, then reset to load title:
JP |
NA |
EU |
Nintendo Switch |
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(Source: Ralf (GC-Forever), Peardian)
title.szs#
The archive title.szs is unused and contains three unused stage select menus, title, title5, and title6, which would replace the final title screen title_1. Each menu contains a unique list of stage names to select from, with each episode being written in Japanese, and some stage names being unused. Additionally, there's a message file called marisun_stage.bmg (not to be confused with mariosun_stage.bmg) that contains its own list of stage names which overwrites the stage names contained in each menu. Removing this file will restore the default names.
- Trying to load a stage or episode that does not exist will restart the game.
title |
title (episode select) |
title5 |
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![]() |
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Using the marisun_stage.bmg file. |
Not using the marisun_stage.bmg. The unused "PUSH START" image is tucked behind the menu. |
A blue stage select menu. |
title5 (episode select) |
title6 |
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This menu attempts to call two textures which dont exist named "j_dol_pic", and "title_test". The episode select menu is not centered correctly. |
This menu does not attempt to call missing files, the episode select menu is correctly centered, and lists two "ex" stages. |
mariosun_stage.bmg#
The file mariosun_stage.bmg contains a list of the levels in the game, plus two more. It is a message file, which means it would be used in a text box of some sort. The level names were translated for the North American version of the game, indicating that it was probably used by the localization team as well. Special maps are listed in bold.
# |
Name |
# |
Name |
|---|---|---|---|
00 |
Delfino AirStrip |
06 |
Sirena Beach |
01 |
Delfino Plaza |
07 |
Pianta Village |
02 |
Bianco Hills |
08 |
Noki Bay |
03 |
Ricco Harbor |
09 |
Corona Mountain |
04 |
Gelato Beach |
10 |
Scale Map |
05 |
Pinna Park |
11 |
Test Map 1 |
title.blo#
The file title.blo brings up a list of unlocalized level names that seem to belong to some kind of early level select menu. It is a graphics script file, meaning it only draws graphics to the screen. The locations in bold were cut from the final game.
# |
Name |
Notes |
# |
Name |
Notes |
|---|---|---|---|---|---|
00 |
Airport |
Delfino Airstrip |
10 |
Monte Village |
Pianta Village |
01 |
Dolpic Town |
Delfino Plaza |
11 |
Erto Rock |
No such level. |
02 |
Ricco Harbor |
Number differs. (In the final game, Bianco Hills is before Ricco Harbor.) |
12 |
Warship Island |
No such level. |
03 |
Bianco Hills |
Number differs. (In the final game, Ricco Harbor is after Bianco Hills.) |
13 |
Fire Shrine |
No such level. |
04 |
Mamma Beach |
Gelato Beach. |
14 |
EX Map |
"EX" usually denotes secret stages. |
05 |
Sirena Beach |
Number differs. (In the final game, Pinna Park is before Sirena Beach.) |
15 |
Corona Mountain |
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06 |
Hotel Delfino |
Originally a separate level from Sirena Beach. |
16 |
Scale map |
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07 |
Pina Parco |
Pinna Parco was renamed to Pinna Park. |
17 |
Test map 1 |
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08 |
Hotel Lacrima |
No such level |
18 |
Test map 2 |
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09 |
Mare Village |
Mare Village was renamed to Mare Bay (Noki Bay in English). |
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stagename.bmg#
The list containing every stage's name. A few of these names are translated or unused. The "reserved" slots are unused name spaces.
- "Scale Map" doesn't exist in the game's files.
- "Test Map 2" doesn't exist in the game's files.
- "EX" usually denotes secret stages.
Japanese |
Translation |
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エアポート |
Airport |
ドルピックタウン |
Dolpic Town |
ビアンコヒルズ |
Bianco Hills |
リコハーバー |
Rico Harbor |
マンマビーチ |
Manma Beach |
ピンナパーク |
Pinna Park |
シレナビーチ |
Sirena Beach |
モンテのむら |
Monte Village |
マーレのいりえ |
Mare Bay |
コロナマウンテン |
Corona Mountain |
スケールマップ |
Scale Map |
テストマップ1 |
Test Map 1 |
テストマップ2 |
Test Map 2 |
よやく |
Reserved |
オプション |
Options |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
EXかいし |
EX Start |
ビアンコヒルズ |
Bianco Hills |
ビアンコヒルズ |
Bianco Hills |
リコハーバー |
Rico Harbor |
リコハーバー |
Rico Harbor |
マンマビーチ |
Manma Beach |
マンマビーチ |
Manma Beach |
シレナビーチ |
Sirena Beach |
シレナビーチ |
Sirena Beach |
ホテルデルフィーノ |
Hotel Delfino |
ホテルデルフィーノ |
Hotel Delfino |
マーレのいりえ |
Mare Bay |
マーレのいりえ |
Mare Bay |
モンテのむら |
Monte Village |
モンテのむら |
Monte Village |
EXしゅうりょう |
EX End |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
よやく |
Reserved |
ビアンコヒルズ |
Bianco Hills |
シレナビーチ |
Sirena Beach |
マーレのむら |
Mare Village |
'READY' Pop-up Text#
A pop-up text layout can be found in big_tx_1.blo's code reading 'READY'. It's the last text pop-up in the file and even has ID names for each of its textures, but isn't used anywhere. Since it isn't used anywhere two of the big letter textures, 'D' and 'R', go unused in the Japanese version while 'Y' is just unused as a whole. It exists in every version of the .blo but wasn't even bothered to be translated for other countries. talkevent.sb references an event called appearReadyGo, suggesting 'READY' was originally a part of 'GO!'.
Mystery of the Delfino Express#
The Japanese version of the game contains an extra ARC that was removed from later releases, named message.szs. Its only contents are two message files, named station.bmg and system.bmg. One contains a list of stations and harbors for the levels, while the other contains dialogue for buying tickets and getting them stamped. As a number of the locations listed are landlocked, it must be concluded that these files belong to a scrapped train system for the island. Given the locations listed, this would have been the primary means of accessing levels in the game. Strangely, Pinna Park is among the listed locations, as are several other presumably island locations. This implies that either there was a bridge to Pinna Park (as evidenced by a conceptual clay model), the train is a subway, or that Pinna Park was not always on the tail island.
station.bmg#
The actual list is in Japanese, so the translated names are listed below. Notice that this list is very similar to the list of levels given in the unused title screen menu, except that Lighthouse Island is new. In the final game, the only lighthouse on the island is in Delfino Plaza. Strangely, Sirena Beach and Hotel Delfino are separate destinations in this list. In the final game, Hotel Delfino is located at Sirena Beach.
Japanese |
Translation |
|---|---|
ドルピックタウン駅 |
Dolphic Town Station |
リコハーバー駅 |
Rico Harbor Station |
ビアンコヒルズ入り口 |
Bianco Hills Entrance |
マンマビーチ駅 |
Manma Beach Station |
シレナビーチ駅 |
Sirena Beach Station |
ホテル デルフィーノ前 |
Hotel Delfino Exterior |
ピンナパーコ駅 |
Pinna Park Station |
ホテル ラクリマ前 |
Hotel Lacrima Exterior |
マーレビレッジ港 |
Mare Village Harbor |
モンテビレッジ駅 |
Monte Village Station |
エルトロック駅 |
Erto Rock Station |
軍艦島(仮)港 |
Gunkanjima (Temporary) Harbor |
炎の神殿(仮)前 |
Fire Temple (Temporary) Exterior |
灯台島(仮)港 |
Lighthouse Island (Temporary) Harbor |
コロナマウンテン入り口 |
Corona Mountain Entrance |
system.bmg#
These snippets belong to what would be dialogue trees. The dialogue references an early form of currency called Sol Coins, which can be seen in the Spaceworld 2001 trailer. The term "sol" means "sun" in Romance languages which gives the currency that exotic feel.
- "[...]" have been added in place of where variables were located in the original Japanese texts.
Japanese |
Translation |
|---|---|
ご乗車 いたしま~すか? |
Will you be riding with us today? |
乗車券を 拝見いたしま~す! |
Please let me see your ticket! |
[...]まで |
Now departing for [...]!! |
~! |
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またのご利用お待ちしておりま~す。 |
See you next time! |
ただいま |
Right now, |
ただ今 当駅にて |
Right now, |
[...]行きスタンプ |
Will you purchase |
ご利用 ありがとうご~ざいます! |
Thank you for travelling with us! |
[...]行き |
Bound for [...] |
[...]にて販売中で~す! |
on sale now at [...]! |
価格は |
The price comes to |
やめる |
Cancel |
やめる |
Cancel |
(Source: Peardian, Translation: AkiraTrooper, divingkataetheweirdo, GlitterBerri)
dolpic1.bmg#
Dolpic1.bmg contains text depicting a removed scenario in which Mario becomes entangled with a family of tourists who have freshly arrived on Isle Delfino. Four duplicates of the .bmg exist in the game, which can be found in the following scene files:
- pinnaBeach0: Pinna Park Beach - Episode One
- pinnaBeach1: Pinna Park Beach - Episode Two
- pinnaBeach2: Pinna Park Beach - Episode Three
- pinnaBeach3: Pinna Park Beach - Episode Four
The ".bmg" is not, however, present in the scene file pinnaBeach4, which is the version of Pinna Park Beach that appears in episodes five to eight.
It's possible that the brown-haired human girl seen in Spaceworld 2001 demo footage and the unused ice cream cart object that can still be found within the game's files were linked to this scenario.
Speaker |
Japanese |
Translation |
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(Source: CeilingFan - Discovery, GlitterBerri, Marionova - Translation)


