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Beta64 - Super Mario Galaxy with guest Scott the Woz!

Jun 03, 2021
I wish I could read... Hi everyone, Andrew from Beta64 here! I'm here to talk today about Super Mario Galaxy. A Mario adventure of cosmic proportions. That's what it says on the box, but you know what? I say that the unused things in Super Mario Galaxy have cosmic proportions. There is so much information in this game. Did you know that the Lumas were originally cosmic toads? And did you know that Cosmic Toads may have originally been powerful stars like Eldstar from Mario Party 5? There are so many things about this game that took me away; I'm kidding you, it won't take you a whole year to make this video.
beta64   super mario galaxy with guest scott the woz
So let's not delay any longer. Let's talk about the development of Super Mario Galaxy Super Mario Galaxy started from very humble beginnings, a tech demo shown in Space World 2000, which I think we've seen probably 700 times in the history of Beta64, is Super Mario 128. It was designed in order. to showcase the power of the upcoming Nintendo GameCube by featuring 128 Marios running on an ever-changing platform while performing various tasks such as dropping boxes, covering Mario, and then rolling those Marios off the edge of the world to their deaths. But, of course, Mario. Galaxy wasn't the only game to originate from this tech demo.
beta64   super mario galaxy with guest scott the woz

More Interesting Facts About,

beta64 super mario galaxy with guest scott the woz...

Different developers over the years took their own bits for their own games like Pikmin, which was inspired by having over a hundred different characters on screen at once, each completing their own. Set tasks But what did Galaxy use? Well, supposedly this demo had something called Sphere Walking where the platform turned into a giant ball and Mario walked around it like it was a planet. Which is very similar to Super Mario Galaxy. But I will say that I haven't seen any videos. of this sphere walking or any reputable article that talks about it at that time. I only found it mentioned on Wikipedia with no source and came up with (could I say game?) FAQ after digging into this because it just didn't seem right.
beta64   super mario galaxy with guest scott the woz
It seems that people were drawing this conclusion from a question from Iwata to Koizumi, lead designer of Mario Galaxy and director of the Mario 128 demo. In it he says that I kept thinking of ways to somehow convert that system used in Mario 128 ; in a product, however, I had always thought that realizing this would be nearly impossible. In Mario 128, the platform was built in the shape of a flying saucer, but to change the platform to a spherical shape where Mario could roam around freely, would require a high level of technical expertise. Now, to me, what this interview seems to say is that there were no completely spherical platforms in Mario 128, but rather the UFO-like platform itself gave Koizumi the idea of ​​making spherical platforms. but he was not at the demonstration because the technology required seemed impossible at the time.
beta64   super mario galaxy with guest scott the woz
Now, if you know of a reliable article or, better yet, a video showing spherical platforms in Super Mario 128, I'd love to see it. Tweet it to me on the basics to make it official and check it out right now, although I haven't been able to find anything so I'll have to get a maybe myth. Scott: Hello everyone 64: Okay, cool? SCOTT! SCOTT! What are you doing here?! I'm here to see the summary of Super Mario 128 development hell! It's not that? (Looks like Scott forgot that was last Friday...) I mean, yeah, technically actually, do you know much about the tech demo? *Scott excited noise* I've been waiting for this for years! (Should have arrived last Friday then Scott!!!) Time to finally let out my Super Mario 128 Development Trivia Freak flag Yeah.
Okay, cool. Tell us about the tech demo and what happened after it was shown. Good. So first things first, when we look at Mario 128, it's obvious that it was just a tech demo and wasn't meant to become a full game with 128 Mario's. But the following year, at Space World 2001, when Super Mario Sunshine was revealed. some people assume Sunshine was Super Mario 128, which *Nervous laughter praying for sweet deliverance* I'm not really sure why, other than having Mario, it doesn't look or work on anything like that, it's like when the tech demo of a new Zelda on the Gamecube was shown and when people saw Wind Waker they assumed they were the same game...
Yeah, hell, even I thought that and honestly I can't blame people for thinking Super Mario 128 was going to be a complete game because Miyamoto I didn't tell them it wasn't going to be like that. In fact, in an interview, Miyamoto said that Sunshine and Super Mario 128 were completely separate projects, makes sense. But Mario 128 said it would be seen later; except it wasn't. He was never seen again. Yes, from here on, this soon-to-be game was only vaguely mentioned by Nintendo staff from time to time in 2002, Miyamoto mentioned the game to Playboy magazine for... *Scott somewhat confused* some reason he said that it still It was in development but despite hopes being for a reveal at e3 2003.
It was not revealed. That same year, George Harrison, a Nintendo worker, teased that Mario 128 might not even be on the Gamecube, and in 2004 Miyamoto once again confirmed that it was still in development, but it also didn't appear at e3 2004. And then GameSpy entered the scene and asked Miyamoto what the hell was going on. At that point he started to be a little more descriptive saying that he was experimenting on multiple systems like Gamecube and DS. This was the first clue that showed Mario was one hundred and twenty. In reality it was no longer a game, but was used to create other projects.
Although as for what was going on behind the scenes, Miyamoto said that he didn't really know much since he was only a director. But he did say that once he saw the results of the programmers' experiments, final decisions would begin to be made. Reggie had more to say on the matter: In early 2005, he was vice president of marketing at Nintendo of America and went on record saying that yes, Super Mario 128 would appear at e3 2005, probably as a video trailer. Let me guess. Nothing was shown. No, at e3 Reggie was interviewed by GameSpot, who asked him why he wasn't there.
To which he simply replied that he can only show what Miyamoto gives him to show and that's when the journalist asked something that everyone was thinking at that moment: does it exist? ? I mean, yeah, it had been 3 years since it was last shown and it seemed like Nintendo was pulling our leg at this point. But Reggie responded by saying he'd seen bits and pieces of it, so that meaning had to exist, right? Come on, Nintendo. You have to give us something, anything. And Miyamoto finally gave us something towards the end of 2005, like how the game had been ported from Gamecube to Revolution, the codename for Wii at the time.
And in September of that same year he finally gave us some of the first concrete details in an interview on a Japanese radio station. He revealed that Mario would have a new character to help him in the game and that the game itself would not be named. Super Mario 128 But instead it has a completely different name than the one we had essentially built around the game itself. And that's the last we heard about the tech demo, damn Scott! You know a lot of crazy details that come to mind Beta: How do you know so much? Scott: My dad works for Nintendo...
Honestly, I can believe it. (I can too) Now what man? Well, I don't know about you, but I feel like an existential crisis is coming and then my purpose in life being Mario 128 trivia has been fulfilled Scott: I have nothing left to aspire to. Beta: Great! Talk to you later, man! *And Scott has never been seen again. If you've seen it, he calls his Nintendo Switch*. This was the development of Super Mario 128. And what we must realize is that Super Mario 128 and Super Mario Galaxy go hand in hand! The development stories are the same when Miyamoto stopped talking about Super 128.
That's when Super Mario Galaxy was first revealed. So, it's not that we ever lost Super Mario one hundred and twenty-eight, but that it evolved into Super Mario Galaxy (like a Pokémon). Now that we've seen what audiences saw during this evolution in Galaxy, let's take a look at what really happened. behind the scenes. As you may remember, after Super Mario 128 was shown, Koizumi wanted to make a game using spherical platforms, but he feared that on a technical level it would not be possible to achieve it with the hardware. There were too many unknowns and a lot of experimentation would be needed before a tech demo could be made, let alone a full game.
So the idea was put on hold, at least until late 2004, when Nintendo EAD Tokyo had just finished developing Donkey Kong. Jungle Beat and Miyamoto suggested that the team's next project be a new large-scale Mario game. And with that he also pushed the team to use that spherical platform idea that Koizumi had mentioned to him years ago. But only because Miyamoto gave them the go-ahead. That doesn't mean the entire team suddenly bought into the idea. Koichi Hayashida, co-designer of Galaxy, was very skeptical about including these spherical platforms in a game based on jumping platforms. In fact, he went so far as to say that it would be a bad combination; even Takao Shimizu, co-producer of Galaxies, who appears just below Miyamoto in the closing credits, thought that this project would be impossible to produce from a technical point of view.
And he would know it being one of the team's programmers! Even after the project was approved. He still felt, as he said, a sense of danger as galaxies began to develop. But impossible or not, the team managed to create a prototype physics engine designed specifically for spherical platforms. Three months later, they did it! Surprisingly. And now he needed a way to justify Mario running into a sphere. It was then that the idea of ​​making planets with spheres arose and from that moment on the team stayed in close contact with Miyamoto to ask for advice on how to design the game if they came up.
One of these new ideas was Mario's new spin attack. Which arose out of necessity early in development when the team began adding enemies to the game. It became increasingly obvious that Mario's signature stomp attack would be much more difficult to pull off. an area to solve this problem Shimizu began researching how people played 3D games and discovered that the most basic thing everyone does is... run. So why stop them from jumping and so the spin attack was now born? It is important to keep in mind that during this time. The Wii wasn't even in development, so this was all designed with the Gamecube in mind.
Instead of moving the Wii Remote to perform a spin attack, you originally spin the analog stick on the game controller. Kind of like doing a spin jump in the sun. But even after the Wii Remote and Nunchuk were conceived, the spin attack was still set to be activated by rotating the nunchaku's control stick. It wasn't until the Wiis development team confirmed that the Wii Remote would have a built-in motion sensor, so the team finally decided to make the swinging Wii Remote the trigger for Mario's spin attack. During this early stage of development, the team had a certain vision for the game.
They wanted to create, they wanted galaxies to be enjoyed. by anyone of any age and any skill level and I agree. He wanted to make gaming a fun factor as he said it would be the main focus that would give the player a much needed sense of accomplishment because I don't know about you, but I based my self-esteem entirely on the video games that were being played recently. I'm actually pretty good right now because I won one of my hardest games recently. I shake the Wii remote to actually win. What water! What I really wanted to do was prevent people from abandoning their games halfway through.
He realized in the past that there were an increasing number of people who simply abandoned games mid-stream and wanted Gouts to be that game that prevented that from happening. The development team took note of this and did a couple of things in response, one of which made it so that a second player could pick up a Wii Remote and help the first player along their adventure in Two, which did to make the game easier early in development. They designed galaxies so that players could enter the game and play most of it without much difficulty and that's when Miyamoto stopped and said no.
We are not going to do one less challenge. The Mario game helped solve this difficulty problem or lack thereof. Koizumi. He suggested that Tuesday's life meter be reduced from the original eight as it was in Mario 64, but instead have a maximum of three to keep things balanced, although he also suggested that there be more 1up mushrooms in the levels as well. like two checkpoints. to prevent players from having to restart the level from the beginning if they died now with all that added in there was no way for people to quit halfway through and abandon it halfway through.
But finally itI beat it ten years later, before going to e3 2006. The first playable demo of Galaxy was displayed on the show floor, the press kits released around that time contain some really interesting information. And of course we have to take a look at how Rosalina was originally called Rosetta, which is based on a complex type of orbit that I don't understand. So here you have a photo. This is a Rosetta and This is also a Rosetta or at least an initial design of it that looks more peachy than the final design of it. But let's go back to the press kit because here we have an initial UI that shows that despite having 19 powerful stars.
And three big stars and no green stars that have played this have yet been able to reach the test galaxies? Even though they needed green stars It's Showtime III 2006 is here at Nintendo like a grade schooler brought Super Mario Galaxy as his show-and-tell With a different logo than the one we saw in the final game During the show there was quite a bit Some off-screen footage that attendees recorded showing different parts of this unique demo. That's unique and a good introduction. galaxies there are a lot of changes in this. As with previous videos, the Beta Comparison Club took great care in finding them all.
You can see those differences in Club DUP

beta64

TV, but for now, here are some of the more interesting changes that can be found in the Eat 2006 demo. First, at the beginning of the demo, Mario is shown floating in a bubble space waiting for the player to pop it with the Wii Remote's cursor, definitely different, and once the player pops the bubble, they fall into the world of stars and to a planet that is completely different from anything in the

galaxy

, it's complete with bells, cosmic toads with stars on their heads, and a bunch of eggs, meaning it was probably originally part of a nice egg

galaxy

.
Once you reach the top of the summit, use the Star Booster and jump to these two small moons. You will come to an area that looks much more familiar. It is the first planet in the final version of Good at Galaxies. But it still has many changes, such as a completely different house and surrounding planet. Mario lands on this. The planet is also different or rather. The animation does not exist after landing. He just keeps walking as if nothing happened. Here's something that caught me by surprise while looking at the e3 images. Check out this star bunny whose purpose in the demo was to guide the player beneath this planet.
You can follow it. to the launching star, at which point it explodes into a toad. So originally, Star Bunnies could turn into Cosmic Toads, like in the final game where some Star Bunnies actually turn into Lumis. Some time later. We arrive on a planet with a huge pokey and as Goomba's minions and when the player controlling Mario hits one in the face, we can see an initial health meter with eight health instead of the final three now. Of course, we talked about that change before. so we won't dwell too much on that. It's interesting to know that this change happens sometime between e3 2006 and 2007 and you've probably noticed that this health appears right next to Mario when he gets hit and although he never did that in Galaxies that idea was reused in Super Mario Odyssey years ago. after.
From this point on, there are a lot of small changes that you'd probably expect from early demos like this. One of them that I found interesting is the large mass of nearby Sling stars. many of them threw Mario into a launching star, which doesn't happen that often in the final game. The star bits went through a number of small changes, such as what they were originally called star bits in this version and not only that there were originally only a hundred of them per level and you also couldn't shoot them since you had a full B to grab them.
I can never find pictures of all of them collected, which kind of sucks because I'm really into it, so we can't exactly. Make sure what he would have done. But you know, maybe it would have been like previous Mario games, where you collect 100 coins. He got one star. It seems reasonable, but we don't have proof yet. Let's not forget the first sound effects in this version. especially for Mario. Much of this demo reused sounds from Super Mario Sunshine, such as jumping, for example, Mario burning on fire, although it was definitely not used in galaxies and it also doesn't come from the sun and even comes with the strange Boing sound.
If you know where it's from. please leave a comment, let me know. It looks like it may have been recorded specifically as a placeholder for this version. Now, at the end of the demo, players had to contend with one of three bad news, depending on which path you took to get there. . That's how it is. There were alternate paths in this demo: damn Nintendo always got the better of e3, there were torrent conversations whose battle changed in a couple of ways. Hitting any of his bumblebees will cause him to flip over, but in the final game only hitting his butt works. and after recovering from that in the finale, he will regenerate all the bumbles, but that is not the case in this version.
Next we have everyone's favorite boss who got his idea from Shadow of the Colossus' mega leg or is known in this building. Smell it first. First, you'll notice that the planet before this boss is a little more organic than the final one, making it look more robot-like and much better suited for battle. But the planet hasn't changed that much, nor has sniffing, especially around the Main Area which for some reason seems more detailed in the demo compared to the final? I mean, look at it, look at all those color variations in the panels that turned flat later.
Now the objective here is to break the first metal cage with a bolt which exposes a second glass cage holding the large star. But that's where The changes start to come in full force First, in the e3 demo, instead of a big star, the cage houses a red spotlight which was later moved to the top of the cage because who would want to rescue a focus after destroying the first outer cage? Another interesting change comes too late: the barriers are seen in the final game. Barriers completely surround the smaller cage, which you then have to destroy to reach the inner cage and then destroy it with a Bullet Bill.
But that's not how it worked at e3. Instead, only a few barriers emerged and all of them were indestructible. No matter how many bolt bills you throw at them, they won't break instead. Originally you had to guide the bolt bill around the barriers to reach the inner cage and destroy it, while the final path requires more work. It's definitely easier to just maintain it. Destroy barriers until they are all gone instead of having to try to maneuver around them over and over again. Therefore, it is likely that this change was made to reduce the difficulty of battle changes.
The Hot King passed a house with the same effect; I would say that the "i" version is a little more challenging than the final one, except for the fact that you first have eight health points. Let's recap the boss battle as seen in the final game. Then the king has a traditional three phase battle where in each one you have to hit him with a green coconut to increase the challenge of each phase after the first the King starts deflecting that coconut towards you once in Phase two and two times in Phase Three of the demo, however, he completely eliminates this first phase and also as King deflects the coconuts Twice in the second and third phase or in the case of the demo, phase one and 2 The fireballs that are released in the final phase also changed a little, but only in color, the demo being red and the final blue.
Oh, there's another thing I should mention about this boss fight: it showed off an unused feature of the Wii pointer. See at this point in the development of the galaxy. The Wii Pointer was much more than just used to throw stars, launch capsules and grab and The Shooting Star originally goes in this battle with Team Hot, you can use it to eliminate incoming attacks such as the fireballs that are spat at Mario. Oh Mari, beat the boss, time to click on that power star. This sequence in the final is different with some green. The technology falls and bounces on the screen compared to the demo with this original white text moving down, but that's not all when you collect the star in this version instead of playing the final one.
Plays an orchestrated version of the flagpole theme from Super Mario Bros or brothers some people some people get angry I say brothers Super Mario Brothers flat rate Before '83, there's another conference that doesn't get as much love in

beta64

history But Today we're going to switch things up and take a look at the Super Mario Galaxy trailer at GDC 2007 because Nintendo didn't really feel like putting a playable demo at the show. But that's okay because we have many differences here too. Much of which is actually quite interesting. So first, the good egg, Galaxy, was going to bring out the stars pretty early.
The player had to use them to reach the top of the house, instead of using the pipe in the final, not to mention the box. It's different, you know, it also changed the Gusti skybox protecting the galaxies. It's completely different. Honestly, a lot of things in this trailer are

super

different. Planets like this rotated more than 45 degrees and the Piranha plant here was originally just a cocoon and not only that. The rocks here and the planet itself were redesigned and hell, don't forget the top maniac who looks completely different, much like the normal spring Topman. The head of him would have originally appeared, in fact, he is more or less a boss version of a spring

super

ior man.
Instead of having that unique bus design in the final game. Now that we've seen the GDC trailer, it's time for e3 2007. But the thing is, the version Nintendo showed off is almost identical to the final game. So I say let's compare. Club. Check it there instead. Let's move on to the unused finds. Do you know why I'll tell you that I look at the runtime right now? We're not even halfway through this video. Did you think maybe we have like 10 minutes left? We have like 20 minutes, everything from this point on will be unused finds. And I'm not even talking about everything.
These are just the most interesting and interesting aspects of things on the cutting room floor if you want to see it all. Head to the cutting room floor if you're willing to take this journey for the next 20 minutes with me. Grab some popcorn, sit back, and let's enjoy some of the coolest parts not used in Super Mario Galaxy. And to begin this journey. Let's start with the internal name of Galaxy, that is, the name of the game results according to the main audio resolution file. SM is likely short for Super Mario Revolution Revolution. Obviously, being the codename for the Wii at the time.
We already know that Galaxy was created incredibly early in the development of the Wiis. So having revolution in the internal name doesn't make much sense. And, of course, during those early stages, the models for the game. They were still being modeled So Dad uses placeholders, some of which are still in the final game focus. There are some unused models from Super Mario Sunshine, but even more from Donkey Kong Jungle Beep, which makes sense since Galaxy and Jungle Beep were created by the same branch. at Tokyo EAD, but let's move on from the leftovers to some more interesting things to do that, although I need to go over a fundamental idea in game development not just for Mario Galaxy but for video games in general.
So first, it should be obvious. that a game uses the same objects for multiple levels, like rocks or boxes or something. So instead of having 500+ duplicates of that rock, each level will have a list of items they want to use from a group. Then, when the level loads, it will look for each of the objects in the level list in a master list containing the names of each object in the game and the paths associated with the models animation functionality, etc. Those files after being loaded are instantiated around the level with positions established by Level design is what is known as object-oriented programming.
Now. Why do I mention this? Well, the thing is, not all of the items that are on these lists are actually being used, heck, some of them may no longer exist in the game files. We will focus on that first for a small review. Remember that to select a Mario Galaxy level you must First you have to walk up to a dome, use the attraction star and then you will get all these little representations of the galaxies that you can visit, but there is also another way to enter a level. For certain smaller galaxies, you can reach them via launch stars around the observatory. that within a dome, however, it appears that those galaxies may originally have been accessible through a dome or at least throughsimilarly because it turns out that four of them have those small models that would have appeared on the selection screens of those galaxies.
Well, actually, we don't have those models. They don't exist in the game, but we know they were originally there because they are referenced in a certain object. They are called Minnie Belt Carrier ex Galaxy for Sweet Sweet Galaxy Mini Tom Mikoto Bubble Blast There are also two more mini model references on that list, but as for the galaxies they represent, we're not sure which ones. They are mini test legs that lose to the Mini Cooper Junior Driver Galaxy and Galaxy. But although we're not one hundred percent sure which galaxies they represent, we can come to some sort of conclusions based on the name.
Especially let's try as a level 2 galaxy. So let's break it. It turns out that the first part of the test egg refers to the boss's mega leg, which means that this is most likely a mega leg boss battle. But the interesting thing about this name is the part of Wolves 2, which is probably level 2. What it seems to be referring to is a discarded second battle with mega leg. Which is supported by the fact that there is an unused model in the game called tripod - boss Although disappointing Lee, this is just a duplicate of the normal mega leg model with a different file name Still with all these two being thrown around and never used Looks like there was at least at some point Playing a second battle with our long-nosed metal rival, but enough with those so-called files, perhaps plans and unknowns.
Let's look at some real tangible objects and textures. The first are two unused sets. of Mario that would probably have been used for power-ups. The first one was obviously meant to be the ice flower. But the other one wasn't quite sure it could have been used for the ice flower or it could have been a completely different discarded power or maybe it was just a texture artist checking the tone slider and thought it was enough to replace it or technically. These costumes are not intended for the playable Mario in the game. No, it's actually for a higher polygon Mario model called the Marvel demo.
That it only has two animations in the entire game? This unused model was probably intended to be used in scenes, as Nintendo has done. They have a habit of calling any data related to the scene or something demo Demo. The playable Mario doesn't have any of these outfits, so they were probably used fairly early in development. But you know, what is the playable Mario? Three unused punch attacks and, this, a complete set of tennis moves. Now you might think that maybe these were remains of a previous one. Mario Tennis Game But they're bad enough now that there's no way they're putting this in any retail version of any game.
I hope now we take a look at some bosses like mega leg and top mania for mega leg We have some parts that were not used, like unused leg pieces from Killswitch and a starting light that would have been on top of mega, like shooting 3D rays instead of one. Top maniac, on the other hand, has an unused model in the game that turns out to be the same one we used in the GDC 2007 trailer we saw before and even the final model has some semi-onion to it, basically you see that gray ring around the weak point of the boss.
Well, the texture they use for that is not. is shown completely as most of it does not map the model and the sling is not used. It's this giant hit me on the ground symbol that, if mapped correctly to the model, would have appeared directly on the weak point, but for some reason they discarded it and it gave off a simple red color. color, remember that I won't do the boss crab either. But it turns out it's an early version of mega leg that's still in the game files. It's super blocky and very unfinished, which might make you think this was just a placeholder.
But in reality, this is what the boss is originally intended to look like at least according to some concept art. Shows the original mega leg design. Which I don't know about you, but it looks more like this initial unused model than the final version. There are quite a few unused starter models for enemies in Mario Galaxy like an early bomb, a purple slurpee, and an octopus queen. There also seems to be some remastered bully and big bully models from super

mario

64, which never appeared in this game or any other, since at least they don't look like that.
Nintendo redesigned its models in Super Mario 3d World. So this model here that wasn't used in the galaxy is the highest quality official model of the original Mario 64 bully. There are also some completely unique enemies that were completely removed from this game, like the adorable QP. Who should just jump? And the less adorable mountains of unused insects. It has larvae, large larvae, small fly, large fly, large fly, large fly. And yes, those are all their official names. Honestly, these things seem like they belong more to Hickman than the galaxy. In fact, the larva looks incredibly similar to male Pikmin larvae.
Let's go from those creepy enemies to just plain scary. Meet Iceman, a scrap boss and Galaxy Mario, his main form of attack was to throw these ice balls which were then reused for the barren Burrow. Now that could mean that Baron Burr was the one who replaced Ice Man. But I don't know if there's really a way to sell it for sure yet. You know, there are a ton more unused enemies if we're going to get through this. when you go a little faster you run speed Something salty. Yes, good. Let's do it. Okay, start the stopwatch.
Oh, Jeff, an octopus similar to old King. AKA Hot King He's very bright and only has two animations waiting and being picked up Starman aka a ball with eyes There are files associated with him that can change the appearance of the enemy depending on how damaged they are So this might not even be In its final form Dragon Head Flower, this large-lipped beast seemingly captures Mario in its mouth and spits him upwards. Although adding them to the game caused it to crash in case you're wondering how big it is exactly. Here's a size comparison: Mario, this booming note. ball a spiny creature that was meant to live underwater Has the amazing ability to look super cute and also be adorable nittaku D an iron Goomba Has all the animations a Goomba would need except getting hit by a spin attack Which means it was immune to it or was created before the spin attack existed Mokena, a suction cup whale on the ground that apparently has a penchant for coins and will chase them.
The texture this guy uses is called Tory Modi, which means it must be related to this. next enemy tony moly news. Oh well, what can I say? It's one thing. It does not have animations, but it is prepared for them. Okay, I have no idea what this thing is. Maybe translate the Japanese name on the wall. Yes, good. So the possibilities are birdlime, which is apparently an adhesive substance that traps birds, but could also mean meditation, seeking inner meditation, and facilitating a meeting between lovers. Bird lime, you know, it looks like an adhesive substance. I could have caught Mario Maybe Now, while these previous enemies were mostly just flat models with animations.
The next one is actually fully functional in the game Flame-throwing Samus, this statue despite her appearance moves like crazy through tears when she jumps and shoots invisible fire. that may burn Mario to a crisp, but ending this isn't the only thing that When I use Mario Galaxy, there are some friends who like fictional NPCs. This little guy was meant to be your friend at least until they designed some real ones in these. seating. What's that? You're saying that everyone watching should join the beta64 discord server. Ok, fictional MPC just for you. I'll put your link just because they know it.
There are also two more friendlies and they are both related to each other first. We have cheap gold whose name is exactly the same as the Japanese name of Loomis and similar to the internal name of Luna. By that I mean that Loomis' internal name is Tikal, which is a possible romanization of the Japanese name Chico. There is also Chico and typical, among others. So, in summary, this mu star has exactly the same name as Lumas, although internally they are spelled differently. There is also another little star friend, Tico GE, whose name basically translates to old man, Luna.
He looks like the older one, in fact he's from Mario Party 5. You know, with all these stars called Lumas, you'd think they were originally the Luma race before being replaced with these guys. One might think that and one might also be right. I might want to take a moment to look at some other various unused items in the game before I get to the main event about planets in use. Sure, there are a lot of things that are just block-shaped walls and platforms, but there are some that contain interesting information like this. The swivel shape is technically a big round thing with a hole in it.
But what makes it interesting? Does the Wii pointer react? Unfortunately it can't do anything, but it looks like you originally could have rotated it with your Wii's pointer. However, like most of the other features we pointed out, it was removed. Therefore, this was also discarded before anything could be done with it. . Next, this familiar aspect is called a crystal switch, as among many of the other junk switches in the galaxy files. Obviously it seems more suited to Zelda than a Mario game, but it does have functionality when placed in the game, it can be turned on and off by a spin attack and will spin like crazy when active.
Now the rest of the switches aren't that interesting, except maybe the flag safety switch, which looks similar to a nod to Mario 64's switch and could have been used as a Checkpoint Flag System much like the ones flags from Mario Galaxy 2. Speaking of switches, check out this mine with Bowser's face. That's a mine and it acts like a mine and Next has nothing to do with it because I couldn't think of a good transition. We have tsuki - Coon big, which is supposed to be a bigger version of the final blow but in a strange way.
In the turn of events, it's exactly the same size, so you can easily replace the two without anything changing other than the look at this point. You probably thought we were almost done and looked at the runtime. You're almost not done. Let's go quickly. Let's first look at some of these unused objects. We have a top hat meant to be worn by penguins. A hand of genius for whatever reason. Straight garbage. An early object. Blocks an early ball roll. An early Koopa shell that barely blocks an ancient musical note. star a temporary orange slice of the toy time galaxies a prototype of a stingray that is literally just a surfboard a prototype of the robotic turtle from the galaxy dreadnought a prototype of the Wii remote control.
Oh, that's actually quite interesting. So this is our V con with our V obviously representing revolution. What makes this so interesting is that there is now an additional button here next to the power button. After looking at some of the original Wii Remote patents. The closest I could find to this model and galaxy is this one? However, it is still a little different since the model has the same size buttons. But this shows how early this model is and how the galaxy was developing. It was definitely developed along with the fabric, now talking about the way of use.
We have another unused model here called magic wand. Which is just an older version of another discarded model called Star. It's basically just a wand with a star on it. But what makes it interesting is a possibly related file called star wand cursor. You know that when you point your mode of use to the screen, a star-shaped cursor appears. Now this might be a bit of a stretch, but maybe there was originally some lore behind this little cursor functionality in the game. You know how an epic Mickey explained the functionality of the Wii pointer by stating that the Wii remote is a paintbrush.
Maybe Mario Galaxy would have done the same. and he named the motif star wand Weir, it might be too much to claim after just a file name, but it honestly sounds plausible and finally complete our unused models and objects from various places. I branched out very interesting unused finds in

mario

galaxy The first is a person named bill bill border I'm not kidding, that's his name bill border This character is made up entirely of billboards aka textures that always face the screen like this. bill that could have 50 animations running jumps andpunching. You say it? he doesn't have it and he also has two pets, Bill Bird and Bill Dog, and together they form the unused Bill family.
We also have Kinoko, one of the first super mushrooms, but what makes it so interesting is that we are moving this file from The game will cause the entire game to crash on startup because it loads right when the game starts and now the same thing happens same in Galaxy 2. What's so important about this onion? The mushroom that both games rely on is so cool that the answer probably comes from Anna Whatta Ass's interview in which it was mentioned that in one of the game's early prototypes, a mushroom was the playable character instead of Mario in order to try things more easily.
This would explain why the game would crash. They did what my dear CS teacher calls a duct tape repair that they built from this prototype and even after replacing the mushroom with Mario they didn't remove the code that loaded the mushroom and used it instead of revising it. all the code Find the places if you use it and clean it all up so the game doesn't depend on this file there. It would take less time to leave it here than to try to delete it. And since it doesn't take up much space and I wouldn't say a lot of loading time.
Let's sweep it under the rug and pretend it's not even there now. Do not misunderstand. This is completely valid, especially in times of limited time. But let's be honest, if Mario Galaxy really relied on this unused mushroom to run the game, probably not for this next unused model. Think Shadow the Hedgehog. I know it hurts because of the large amount of upside involved, but for the sake of this model. We'll have to bear with it for now. Remember that level with the two-legged machine you used to use? run and jump? Well, that's very similar to this unused modeled galaxy called Two-Legged Walker.
See, to use it, you put Mario on top and then you can run like crazy. At least it could have if it hadn't been scrapped so soon that they didn't even make it. bother with texturing But that's not all, we also have a two-wheeled tank that Mario could have traveled on. It even has a little Mario logo, which is super cute, but apparently not cute enough to keep me from throwing it away and always unused within the Super Mario Galaxy files. It's been a long road, hasn't it? We have seen so many things, unused items, I am using enemies, unused friends, but now we are saving the best for the last unused planets and to start.
Let's look at some that we've technically already seen before. These are things that we saw in one of the first images that are still in the Super Mario Galaxy archives. Let's start with the first planet in Good Egg Galaxy, the one with the house. Now you remember from one of the first versions of the game, specifically the e3 2006 demo, the house on that one. It had a very different design compared to the final version and it turns out that that house and the planets are still in the game files as a disk-shaped planet. It lines up pretty well with the original planet, making it a pretty easy substitute, of course.
Although technically this is not the first good planning in galaxies where the honor falls to this plan which, as you may have guessed, is still in the galaxy archives under the name of home planet. Unfortunately, the models are the only thing left. So the musical notes and toe bells are not here. But now you can at least see this infamous quote up close and personal. The original peanut planet of it. The demo is also here and yes, it's officially called Planet Peanut, but at this point I'm sure you want to see something you haven't seen before in the first few images.
How about Boss Bazooka Town, the first counterpart to the final planet? in the toy town galaxy? Now while the final plan is made to look like it's made of bubble gum This one is strictly commercial with its cold metal floor making it fit in better with the rest of the galaxy That was pretty interesting But you know, they're even more interesting planets than ever They did it in the final game, now prepare to blow your mind with Bath Planet. However, it is a bathtub on a planet in its defense. The water is so hot that it literally burns Mario to death.
It sounds like I'm going crazy and want a shower. Or what about Star Planet? Is a star. That's a planet. I know that planet was a little mediocre, but it brings us to the most interesting unused planet in the entire history of Super Mario Galaxy. Great said he wasn't on the message boards at the time it first came out, but here's the thing when I think about it. of unused planets in Super Mario Galaxy my first thought Starman strong now all this information comes from Prima Games' collector's edition guide for Super Mario Galaxy and whose six pages are concept art and development information directly from the developers themselves.
There are many interesting things. information here like how Rosalina was originally intended to be related to Princess Peach, that there would have been a planet meant to have a light and dark castle depending on which side you're on and there was also this labeled simply as fortress according to site It was designed at the beginning of development and was rebuilt repeatedly. They even thought it through completely and had a place on the other side to excavate natural resources. This was a prosperous planet. Hey, look, it's our first boss friend. But the boss's shit isn't the only thing.
It turns out that this piece of concept art has even more pieces that are still in the Super Mario Galaxy files, the first one unused. There's the boss crab. Obviously, then there's the star planet that goes on top, right? And then there's this planet, which has huge trees on top, and then there's Star Man Fort, which is all of this. It's not exactly the same as this original concept art, but it just means that it went through some redesigns as development progressed. Some interesting things. Data on this planning includes the pipes What do your interiors of Mario's Foley model have to go through?
It also has this yellow area with a lightning bolt that appears on other unused objects like the charging point. But this is not the only Star Man Fort model we have. No, no, we also have your blocking, which in game development means the most primitive version of a level which is usually done at the beginning of creating a level to determine things like size and scale. Its name is neo star man fort and it is definitely closer. to the original concept art, so we can safely assume that this is one of the top-notch models ever created for Super Mario Galaxy.
Isn't that amazing? This is one of the first models ever made for Super Mario Galaxy and it survived. Still here. What an amazing piece of free history. That's great. Great, thanks everyone for watching and before I go, I have a few thanks I really want to give to Massino. Thank you very much for allowing me to use the "Let's Play" footage as a background game. Scott, you're a fucking bummer. You went above and beyond for this. siela collaboration I can't thank you enough for getting all those unused planets back into the game. And, of course, sponsors.
Thank you very much for your continued support. You're the best. Thank you so much for watching and I hope you have an amazing day.

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