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By using a cheat device, you can access a test room. Certain beta elements are in it. For example, a soccer ball, along with a Hinokuri without its outer shell.
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Each location on Isle Delfino contains an Italian word. This is likely in reference to Mario's nationality.
• Delfino Plaza - Dolphin Plaza
• Bianco Hills - White Hills
• Ricco Harbour - Rich Harbour
• Gelato Beach - Ice Cream Beach
• Pianta Village - Plant Village
• Noki Bay - Shell Bay
• Pinna Park - Fin Park
• Sirena Beach - Siren Beach
• Corona Mountain - Crown Mountain
• Delfino Plaza - Dolphin Plaza
• Bianco Hills - White Hills
• Ricco Harbour - Rich Harbour
• Gelato Beach - Ice Cream Beach
• Pianta Village - Plant Village
• Noki Bay - Shell Bay
• Pinna Park - Fin Park
• Sirena Beach - Siren Beach
• Corona Mountain - Crown Mountain
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Within one of the bell towers in Delfino Plaza is a Rocket Nozzle box. The box is inaccessible without the use of a cheat device, and is only visible through the use of camera glitches.
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The layout of the beach in the Sirena Beach stage strongly resembles the GameCube controller. One of the pools represents the grey analog stick, while the others are the A, B, X and Y buttons. The flame at the center is the START button, and the chairs are where the Nintendo GameCube logo would be. The two cabana huts are positioned to form the D-pad and C analog stick.
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Early in development, there was going to be an enemy named "Tramplin' Stu", another iteration of Stu in the game. The Tramplin' Stu was supposed to spawn Swoopin' and Strollin' Stu behind it as it walked. To defeat a Tramplin' Stu, you must fill it with water so that the outer shell pops, then you stomp on the eye on top of it. The data for Tramplin' Stu can be found in a test map where it shows up correctly, but without its shell. Tramplin' Stu shows up correctly with its shell when moved to the Delfino plaza map.
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F.L.U.D.D. was originally going to have a much thinner nozzle and less bulky body design.
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There is unused text in the Japanese version hinting at an unused train system. According to the text, Mario could purchase tickets, get them stamped, and travel to different parts of Isle Delfino, possibly as means of accessing the different levels in the game. Since Pinna Park is one of the listed locations, this implies that either there was a bridge to the island at one point, the train was a subway, or Pinna Park wasn't always located on the tail island of Isle Delfino. Note that the text also hints at three possibly unused areas, named "Battleship Island", "In front of Flame Temple", and "Lighthouse Island".
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Gooper Blooper was originally going to be blue. This was most likely changed to match with the color of regular Bloopers.
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A study in America found that playing Super Mario Sunshine made people more helpful in real life.
They assigned some students to play a video game that the researchers deemed prosocial-either Super Mario Sunshine (pictured above), in which Mario must clean up environmental pollution, or Chibi Robo, where players assume the role of a robot who helps a family manage their house...
...After playing the game, the students were paired with another person and told to make their partner complete 11 puzzles from a selection of 30 - 10 of which were hard, 10 easy, and 10 in between. They were informed that if their partner was to solve 10 of the puzzles correctly, then the partner would receive a $10 gift certificate. The researchers deemed a person's behavior as "helpful" if the participant gave his or her partner an easy puzzle, "hurtful" if the puzzle was hard, and "neutral" for medium puzzles.
Their findings were quite dramatic: Those who played the prosocial games were significantly more likely to be helpful, while those who played the violent games were more likely to be hurtful.
...After playing the game, the students were paired with another person and told to make their partner complete 11 puzzles from a selection of 30 - 10 of which were hard, 10 easy, and 10 in between. They were informed that if their partner was to solve 10 of the puzzles correctly, then the partner would receive a $10 gift certificate. The researchers deemed a person's behavior as "helpful" if the participant gave his or her partner an easy puzzle, "hurtful" if the puzzle was hard, and "neutral" for medium puzzles.
Their findings were quite dramatic: Those who played the prosocial games were significantly more likely to be helpful, while those who played the violent games were more likely to be hurtful.
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In the Japanese version of this game, during the opening cutscene after Shadow Mario vanishes from Peach's sight, you can faintly hear Mario saying "Look's like Mario's gonna have to find a job," Toadsworth then asks "Are you starting a new career?" And goes back to to their original conversation. Despite being removed from the International versions, it is spoken in clear English.
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In Episode 1: The Road to the Big Windmill, if you skip the Sun Sprite after you defeat the Polluted Piranha Plant and go up the windmill you can battle Petey Piranha. This is the only episode in the entire game that can be skipped. Also, on the way up the windmill a Pianta will say that you are getting ahead of yourself, this is a reference to Super Mario 64 where you can get Power Stars which are not necessarily Mario's current objective.
subdirectory_arrow_right Super Mario Galaxy (Game)
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The Japanese versions of Super Mario Sunshine and Super Mario Galaxy have different Engrish win messages when collecting a Shine/Star. In the Japanese release of Sunshine, the phrase "Shine Get!" is shown every time Mario obtains a Shine, which was changed to simply say "Shine!" for the English release. In the Japanese release of Galaxy, "Star get!" is used when the player acquires a Star, and "Grand Star get!" is used when they get a Grand Star. In the English release, the grammar was cleaned up to read "You got a Star!" and "You got a Grand Star!", but the Korean release of Galaxy reverted this back to "Star get!" and "Grand Star get!"
Super Mario Sunshine differences:
http://themushroomkingdom.net/sms_j-e.shtml
Super Mario Galaxy differences:
http://themushroomkingdom.net/smg_j2e.shtml
https://tcrf.net/Super_Mario_Galaxy#Miss!
http://themushroomkingdom.net/sms_j-e.shtml
Super Mario Galaxy differences:
http://themushroomkingdom.net/smg_j2e.shtml
https://tcrf.net/Super_Mario_Galaxy#Miss!
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In the beginning of the game, when FLUDD is scanning Mario, there are videos playing in the bottom-left corner of the screen. These videos are Mario fighting Bowser in Super Mario Bros., Iggy Koopa in Super Mario World, and Bowser again in Super Mario 64. In the opposite corner is a list of backwards names which represent past Mario games. Looking closely reveals that both Super Mario Kart and Mario Kart 64 were written with the word KIRT instead of KART.
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In Noki Bay, once inside the bottle in the Red Coins in a Bottle level, Mario should fall to the bottom of the bottle and then locate a small rock formation there. If Mario maneuvers into a small square opening towards the back right of the rock formation, he can find a small door inside the opening which is impossible to open. Therefore, the player must rotate the camera to see what is on the other side of the door. In doing so, Mario can see a brown book on the floor of the room behind the impassable door, though its purpose is unknown.
The book itself may be a reference (or vice versa) to the level's background music. In the Original soundtrack, the title of the level's theme is in fact "The Book in the Bottle". It's also been said that this mission was originally different, and that Mario would collect the book rather than 8 red coins.
The book itself may be a reference (or vice versa) to the level's background music. In the Original soundtrack, the title of the level's theme is in fact "The Book in the Bottle". It's also been said that this mission was originally different, and that Mario would collect the book rather than 8 red coins.
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