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Prerelease:Super Mario Sunshine/E3 2002

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This is a sub-page of Prerelease:Super Mario Sunshine.


E3 2002

NGC Magazine Issue 70 DVD / IGN

The trailer at E3 resembles the final game more closely; however, there are still numerous differences between the final product.

  • Sound effects seem to be partially implemented and are obviously absent at various points.
  • The title's logo is colored differently and lacks a Shine Sprite.
  • The life counter HUD at the top-right is different, notably being numeric rather than using wedges. The HP number pulsates like the final, and changes speed based on Mario's HP. It also always stays on the screen, even when Mario's HP is full.
  • The pipe that leads to Sirena Beach is green instead of red and lacks a pineapple.
  • The Polluted Piranha in Delfino Plaza uses a different idling animation where he twists his head with his mouth open.
  • Sirena Beach's electric goop is present at Gelato Beach which resembles the test enemy, Kug. The unused goop map was leftover and can be located in Sirena Beach's pollution folder. This goop also does not shock Mario upon contact.
  • When sliding in goop, a different sound effect plays.
  • A Stackin' Stu is just struttin' about in Delfino Plaza. Additionally, it chases Mario instead of ignoring him. The Ice Cream Cart, which goes unused in any of the used in-game areas, is seen where there would normally be a Pianta next to a fruit basket. The Box-Smashing Mini-Game is missing and may have been nearby the police station since the final game doesn't have boxes situated there.
  • Piranhabons are not covered in graffiti and have black lips. They also bounce as an addition to the final version only rolling.
  • Early platforms from the February 2002 images can be seen below Bianco Hills' secret stage entrance.
  • Bianco Hills' small windmills are birdhouses with yellow and red turbines and no pyramid bases.
  • Moving orange blocks in the water at Ricco Harbor. These blocks are an unused variant of 'Normal Blocks' that were leftover and can still be located in the game's files.
  • Glooper Blooper is a dark bluish-grey.
  • The cannon to Pinna Park is black instead of red. A pipe is located on the roof behind Mario, which became the spot for a manhole in final.
  • The Boos in Hotel Delfino show a different design than Boos in the final release.
  • Bianco Hills' second secret stage was going to feature metal bars which are the path of the red and blue platforms.
  • The Shell's Secret Noki Bay mission shows a Pianta close to the Shine Sprite. This Pianta is no longer there in the released game.

Interactive Multi-Game Demo Disc June 2002 (Japan)

Another trailer for the game was featured on a Japanese Game Demo Disc. It seems to be of the same prototype as the E3 2002 trailer since some of the same footage is used in both.

  • The Pinna Park island viewed from Ricco Harbor looks to be empty. In this stage, it still looks to be connected to the rest of Isle Delfino.
  • The Proto Piranha at the airstrip changed a little. Instead of having Mario drawn with goop, the goop was spread around an elevated section of the ground.
  • Noki Bay's warp uses a different texture, the one from Ricco Harbor.

Manhole Texture Change

Super Smash Bros. Brawl E3 2002 B-Roll Super Mario Sunshine
SSBB-Delfino Plaza Manhole.png SMS-E3 2002 B-Roll Manhole.png SMS-Delfino Plaza Manhole.png

Super Smash Bros. Brawl's Delfino Plaza arena uses an early texture for the manholes. This texture is identical to the one seen in the footage Nintendo showed at their E3 2002 event.

Prototype Final
SMS-02-640.png SMS-02-640 Comp.png

When the sun side became blue, the moon side changed from blue to green. 

(Source: suppermariobroth & Xiartic)

Japanese Commercials

Interactive Multi-Game Demo Disc June 2002 JP Commercial
SMS-Original Video Footage.png SMS-Edited Video Footage.png

Some of the footage in the commercials is older than it appears to be. Nintendo of Japan decided to use older game footage and edited the Life Meter to look same as final. It's possible to distinguish the old footage from the new because they couldn't bother animating it.

Prototype Final
SMS-Delfino Airstrip CS JP CM.png SMS-Delfino Airstrip CS JP CM Comp.png

The cutscene where the two police Piantas are coming to arrest Mario was remade for the final game, unlike the FLUDD introduction cutscene. The biggest difference is the way Corona Mountain looks.

Prototype Final
SMS-Delfino Plaza1 JP CM.png 320px

Pinna Park's Ferris Wheel is red. It was changed to purple for the final game.

Prototype Final
SMS-Delfino Plaza2 JP CM.png SMS-Delfino Plaza2 JP CM Comp.png

The flag in Delfino Plaza had a texture that doesn't appear in the final game. It's hard to say what it's meant to be due to quality issues. The bell tower also was way shorter then in game. The tower roof and some curtain and walls had a different textures.

Prototype Final
SMS-Delfino Plaza3 JP CM.png SMS-Delfino Plaza3 JP CM Comp.png

As seen in old pre-release screenshots, the Noki Bay texture is instead the one found in Ricco Harbor and not a Shine Sprite. Part of the Delfino Plaza model was altered to be less symmetrical too.

Early Commercial Later Commercial
SMS-Old Boat JP CM.png
SMS-New Boat JP CM.png

The Japanese commercials show two different boats in Delfino Plaza. An early boat design that's bearing a red design and a newer one that's brown. Because this change was made very late in the game's development, the early boat is still seen in a few areas of the game, but not on Delfino Plaza.

Prototype Final
SMS-Bianco Hills JP CM.png SMS-Bianco Hills JP CM Comp.png

An orange block used be in front of the water gate.

SMS-Down with Petey Piranha! Small Piranhas.png

The Petey Piranha fight inside the windmill used to have small Piranhas present. These were likely removed to reduce the difficulty because it's the first boss of the game.

Pinna Park

Prototype Final
SMS-Pinna Park Episode 2 JP CM.png SMS-Pinna Park Episode 2 JP CM Comp.png
Prototype Final
SMS-Pinna Park JP CM.png SMS-Pinna Park JP CM Comp.png
Prototype Final
SMS Early pinna park.png SMS Early pinna park Comp.png

An early version of Pinna Park can be seen in Japanese commercials. In the beach screenshot, there are more sunflowers than usual, and the Yoshi Egg is missing; Bianco Hills' isn't seen as a background element, and Corona Mountain reflects its older design. The carousel is purple and pink, and the axis of the ferris wheel is orange with a big smiley face in the middle, in addition to having a completely different design. The rail for the roller coaster is also different in design and is yellow instead of pink. The Pianta tree has an alcove or cave, suggesting it would have been an entry or exit to another part of the level. Mecha Bowser is in the middle of the map rather than slightly further back. The prototype of the carousel can be seen in the reflection of Shadow Mario during the Mecha Bowser cutscenes. The unused cloud layer is also present in this build.


Delfino Plaza

Notable differences between E3 2002 Delfino Plaza and final:

  • Yoshi is green.
  • The market is completely different.
  • Strollin' Stus wandered around Delfino Plaza.

Bianco Hills

Notable differences between E3 2002 Bianco Hills and final:

  • The lake section of the map is vastly different.
  • Windmills and elevated platforms were of different designs.
  • Piranhabons were darker with black lips and petals.
  • The Polluted Piranha's goop pattern is of a different design.

Ricco Harbor

Gelato Beach

Notable differences between E3 2002 Gelato Beach and final:

  • There are pillars around the Sand Bird tower.
  • The underside of the mirrors have slightly bugged textures.

Delfino Airstrip

(Source: IGN)

Best Buy Preview CD

A Best Buy promotional preview CD features screenshots and a commercial that is very similar to the E3 2002 trailer. The CD also features a very similar but altered version of the Spaceworld 2001 trailer theme titled "Sunshine Theme"- albeit with the Super Mario Bros. intro as heard in the original trailer, and an early version of the Delfino Plaza theme titled "Isle Dephino (sic)".

(Source: SuperSonicTailsEas (Discovery))

These screenshots are bundled on the CD.

  • The "LIFE" meter is of the early red sun design.
  • There's no Blue Coin counter whilst idling, nor are any Blue Coins present in any of the screenshots.
  • Yoshi is green and doesn't have a "JUICE" meter, but Mario always appears to have no water when riding Yoshi. This means Mario wasn't able to use F.L.U.D.D whilst riding Yoshi.
Musical Themes

Early Delfino Plaza Theme

Alternate Spaceworld Theme


The game's manual contains screenshots for what appears to be the E3 2002 Demo build; however, there are differences:


E3 demo footage begins at 0:48.

The demo is shown at 8:39 to end. It appears the demo is very similar to demo that was playable at stores, with a few differences.

The demo featured the secret stage from "The Secret of Casino Delfino", and Mario had access to FLUDD during it in addition to the background being different. The store demo has the secret stage from Bianco Hills instead.

  • Bianco Hills' music had a simpler opening, which here consists of just drums without horns or strings.

  • The Gelato Beach's bar text was readable "Mamma Bar" and it wasn't written in runes. If you know runes it's possible to still read in the Japanese version, but it was made to be nonsense for the international releases.
  • Some of the Nokis and Piantas are of different types in Gelato Beach.
  • Pinna Park doesn't have a LOD model in Gelato Beach.
  • The tower that leads to the Sand Bird shows columns which were altered for the finished game.
  • Graffiti placement changes can be seen in Bianco Hills.
  • The LOD model of Ricco Harbor is completely missing in Bianco Hills, and the player is able to jump out of bounds at the spawn.
  • The water bottles are scaled larger than in the final game.
  • Some of the sound effects are different in comparison to the final.

  • The vines in Bianco Hills are throbbing nonstop, while in the finished product they don't.
  • No Petey Piranha cutscene, the game instantly fades to the battle.
  • The game runs at 60 FPS albeit with some slowdown.