Super Mario Galaxy/Beta elements

This article pertains to the beta elements of Super Mario Galaxy.
== Unused Graphics/Particles ==
Image	Name 	Description
 	Gamecube Placeholder Texture	An image of the GameCube logo, which was originally used as a placeholder texture for several models. For example, the distortion on Kamella's wand and the black areas in the Engine Room Dome.
 	UFO Reflection 	Two images of a UFO for the first prologue cutscene. But since the cutscene is a pre-rendered movie file, this leaves these images as leftovers from the cutscene creation and rendering process.
 	Title Logo Sparkle 	An unused sparkle particle that was meant to be used on the game's title screen. According to the file's name, it was used in title screen for the E3 demo, only to be removed and replaced with imkira.tpl from LayoutData\Icon.arc in the final release. This particle can still be seen in early footage of the game.
== Unused Objects ==
=== Planets ===
Image	Filename(s) 	Description
 	AsteroidA 	A cluster of giant asteroids that are shaded in such a way to indicate a bright light source would've originally have been in the center of them. They have no collision data, and no low-poly version. While these technically not planets, they do belong with them.
 	Bathtub Planet 	A hemispherical planet sporting a basic checker texture with some water, where the latter of it uses the image of reflected clouds for its texture. According to the groupinfo, the water is hot. This object was seen in the Mario 128 Demo at E3 2005.
thumb	BegomanRoomPlanet 	The platform up top has a hole in it that drops the player down to the room below, having a partial ring around it. The name begoman is the internal name for Topman. According to its description in the object list, it was meant to be inside the main planet of Battlerock Galaxy.
 	BossPlanetR50 	A battle arena that's filled with generic planet spheres and rings of clouds, all orbiting around a large central planet. The featureless central planet has a diameter of 150m, matching it perfectly with the curvature of BossCrab's feet when animated. One of the planets in the background has an image imitating a Power Star indicator shine.
 	BroadBeadPlanetA
BroadBeanPlanetALow	A near-identical copy of the unused model BroadBeanPlanet, which has has the exact same structure as the other model. However, it has the reflection map used by the other bean planets instead. The low-poly model (BroadBeanPlanetALow) is a proper low-poly model for the planet.
 	DiskFlowerPlanet
DiskFlowerPlanetLow	An early version of Good Egg Galaxy, which was used in the E3 2006 demo of the game. One of the most obvious differences is the house, which normally would have a pointed roof with a different shape. The final version of the planet used in the final game is called DiskGardenPlanet.
 	ExterminateMerameraPlanet	A planet in the style of the Melty Molten Galaxy planets, but with a lower polygon count. Meramera is the name for Burn Bit.
 	FlagDiscPlanetC 	A planet very much like the first disk in the set of three found in Gusty Garden Galaxy, with the exception of a giant arrow sign on top. This planet can be seen in the game's ending cutscene, implying that it was cut late in development.
 	FloaterLandPartsA
FloaterLandPartsB	Two copies of early tower parts.
 	FloaterLandPartsFrame 	An early version of the final design for Buoy Base's frame. The final frame was eventually made part of the main planet model with cannons and all.
 	GlassyTwinsPlanetA/B
GlassyTwinsPlanetA/BLow	A pair of planets from the original E3 demo. The grassier of the two twins has a distinct rocky ring pattern with both of the planets showing are actually two separate models.
 	GraveStoneD
GraveStoneE 	Two planetoids meant for Space Junk Galaxy in The Path to Tarantox. These objects, unlike the other planets, actually have a proper texture.
 	HomePlanet
HomePlanetLow 	This egg-laden planet was once used in the E3 demo and official screenshots that was released to the public. However, it was removed from use in the final, with its model still found within the game's file system, with a copy under WorldMapHome. Low-poly versions of this planet exist as well, under the names HomePlanetLow and AstroDomeDemoHomePlanet (Astro Dome referring to the Comet Observatory).
 	KoopaVS2PartsDarkMatterE 	A block of dark matter meant for Bowser's Dark Matter Reactor, with it's shape being like a long bar.
 	KoopaVS2PartsRestStepB 	A solid stone platform meant for Bowser's Dark Matter Reactor.
 	OceanJShapePlanet
OceanJShapePlanetLow	A near-perfect replica of the planet from Melty Molten Galaxy, but with different textures and water instead of lava.
 	OtaKingBath 	A near-perfect replica of Kaliente's planet.
 	PeanutPlanet
PeanutPlanetLow	An older version of the peanut planet, which was seen in the E3 demo of the game, is one of the first planets that's shown and was later changed to the PeanutMudPlanet (which is seen in Good Egg Galaxy). However, a copy of this planet exists under the name TwinPeanutsPlanetB. TwinPeanutsPlanetA is the long beady planet in Gusty Garden Galaxy, which also has rocks rolling around on it, and can still be seen in the game's ending cutscene.
 	PieFortress 	A near-perfect replica of the same planet used in Good Egg Galaxy, but with the small difference of the tower on the grassy side destroyed.
 	KillerGunnerTriple 	A standalone version of the planet's cannon tower.
 	N/A (Planet Disk) 	A planet with its own clouds and sun, having a flower patch on the top side with some mushrooms and a large picture of tree leaves. A sketch of this planet shows up in the concept art for the Starman Fortress.
 	PoleUnizoLandPlanet 	A strange rocky planet with it's filename referring to the fuzzy red Urchins found in hot galaxies. Though it also has a low-poly model, it is still identical to it's counterpart. Unlike the other unused planets, this one has an entire unused zone dedicated to it.
 	RelayPlanetC 	A small planet, which was seen in the E3 demo of the game, was originally placed where an alternate branch of the pull star path. However, it is nowhere to be seen in the final game.
 	RelayPlanetH 	A planet very similar to the metal planets in Gateway Galaxy, having a place on one end for a cannon and the other with a similar square object.
 	RelayPlanetF
RelayPlanetFLow	A very rusty planet, having a low-poly version along side it too. This planet technically is used, but only shrunken down and as a decoration on the way to the electric Undergrunt Gunner in Toytime Galaxy.
 	StarDustHillPlanet
StarDustHillPlanetLow	A small hemisphere planet bearing the name for Space Junk Galaxy. Despite this, it is featured in the level selection model for Good Egg Galaxy.
 	StarDustStar 	A strange planet with weird-shaped hills, with one side having a Question Mark and the opposite side having a heart shape. Just like with the small hemisphere above, it bears the name of Space Junk Galaxy.
 	StarManFort 	A high-quality planet that was ultimately scrapped. The two pipes on the planet are not warps as they both instead have a fully modeled tube interior, with the second pipe leading from the top of the tallest roof to the spherical underside of the planet. The yellow structure bears the same electric symbol as the ChargeSpot model. It's concept art can be foundin the Prima guide reading that it went through several incarnations, with the last two being left in the game's files. The version seen in the concept art depicts features such as a snowy area and a construction site.
It's also interesting to note that this same image also shows a BossCrab, Planet Disk, and three copies of the Star Planet. It also shows some generic spherical planets along with the spaceship planet used in Space Junk Galaxy.
 	TakoheiRelayPlanet
TakoheiRelayPlanetLow	The name Takohei refers to the red octopus enemy, Octoguy. The reflection image used on the metal is the same one used by the UFOs and other models in the final version of the game.
 	UFOBlueStarCapsule 	A UFO combined with a standard Pull Star capsule planet. The most interesting feature is that all of its textures are slight variations of the ones used by other UFO models, including two recolored environment images. It was possibly cut since the player can just grab another Blue Star right above it.
 	WaterBowlObject 	A water bowl with a simplistic water texture, having it complete with collision. Interestingly, it comes with a GroupInfo file that defines itself as "SimpleDome023255 (null)".
 	WaterCubeObject 	A very large water cube that lacks collision and any other files besides the main model file.
 	WaterCylinderObject 	A stout cylinder made of water. Just like WaterCubeObject, it lacks collision and any other files.
 	WaterSphereObject 	A sphere of water. Just like with the cylinder, it lacks collision and any other additional files.
 	WaterTorusObject 	A ring of water, which also lacks collision and additional files just like the Cylinder and Sphere objects.
 	WaterSphereObj 	An impressively detailed sphere made of water, looking almost like some sort of Moon. Although it lacks collision, it has a single animation file for gentle movement of the water.
 	WaterSphereObjCore 	An oddly textured planet with a possible relation to WaterSphereObj. It comes with collision files and a GroupInfo file, defining itself as "Core (null)". Judging by it's name, it was possibly planned to be been placed within the center of the WaterSphereObj.
=== Unused Enemies ===
Image	Filename 	Description
 	DragonHeadFlower	This massive flower monster could easily fit Mario in its mouth, and that's just what it tries to do. If the player gets in it's path, and approach it while on a Star Ball, it will suck the player into its mouth and then spit him/her out along the path while rotating its three leaves like a propeller. It's typically almost like a Piranha Plant.
thumb	TurtleBeamKameck	All Magikoopas. seen in the game, shoot beams that create fireballs. However, there is actually another object type for the Magikoopa where at one point that they would've fired beams that create Koopa shells, just like the kind that Kamella uses.
=== Switches and Triggers ===
Image	Filename 	Description
 	CrystalSwitch 	It has animations for on/off states, which causes it to turn red and spins rapidly when activated.
 	HitWallTimerSwitch	A button bearing the old hit symbol from previous 3D Mario Games. It has an "on" state texture which turns the object yellow.
N/A 	ItemBlockSwitch 	This object can be loaded by using s regular ? Block model. It does loads into the game, but the switch is nonfunctional and doesn't do nothing/ Sometimes, it can crash after hitting it.
 	PTimerSwitch 	A classic P Switch with the letter P looking unbolded. The P Switch was never used in a 3D Mario game until Super Mario 3D World.
 	SwitchBox 	A block that was intended to be some kind of switch. Though it is functional and behaves like a regular brick block, it can be set to trigger an event when destroyed.
=== Platforms and Obstacles ===
Image	Filename 	Description
 	CubeBubbleExRotateWallS 	A point in development, a smaller rotating wall was originally planned for Bubble Blast Galaxy.
 	MechaKoopaPartsWreckA 	A copy of Mecha Bowser's left arm with all of the paint stripped off of the model. Judging by it's filename, this indicates that it was meant to be part of the wreckage floating about after Mecha Bowser is destroyed.
 	OceanFloaterTowerRotateStepC	A part of the Buoy Base Galaxy, which didn't seem like it made it far during development.
 	RevolvingWay 	A planet having a hole inside of it. The Star Pointer will react with it, but trying to grab the planet like normal (with the A button) doesn't do anything. Using the B button, however, the player can rotate the platform in any direction they want. This is because, in very early development of the game, the B button was used to interact with objects. This suggests that this particular object was scrapped not to long when developing the game.
 	SeaBottomBigDoorC 	A golden circular gate that was meant to be used for Deep Dark Galaxy. It was likely planned for the Boo Box planet as the gold color matches the planet's golden features. It also has the perfect size for the circular openings on the planet.
 	SeeSawMoveNut
SeesawMoveNutA
SeesawMoveNutC	Three early versions of the rotating nut platforms in Dreadnought Galaxy were left in, under the names SeesawMoveNut, SeesawMoveNutA, and SeesawMoveNutC. Though the first two are identical, SeesawMoveNutC is a tube shape. The model used in the final game is SeesawMoveNutB.
 	TreeCube 	A cubic tree, with the model not working properly.
 	TsukidashikunBig 	An unfinished (and bigger) version of the Bomp enemy. Their size however are exactly the same.
=== Galaxy Reactor Selection ===
A galaxy selection object for Bowser's Galaxy Reactor can be found under the name MiniKoopaBattleVs3Galaxy, which is never used in the final game as the player can access the galaxy by talking to Rosalina.
=== Miscellaneous ===
Image	Filename 	Description
 	CaretakerGarbage 	A cart filled with trash, with no color on the trash and lacks textures on the object itself. As the filename implies, it would've been used in the Garbage Missions.
 	Jiraira 	A bomb that bears a logo emblem to Bowser. The object is fully functional and will explode if either Mario steps on it or a fired Star Bit touches it to then regenerate shortly after that.
 	KirairaFixPoint
KirairaFixPointTop	Two bases that were meant to be used for the Mine enemy in Deep Dark Galaxy. Although KirairaFixPointTop is technically unused, it's identical-looking model data is baked into the cave model for that galaxy. This means the file itself is unused, but the design is not. KirairaFixPoint, however, does go completely unused and seems to be an early design for the final base model.
 	LavaStrangeRockTable 	A strange looking rock table meant for Melty Molten Galaxy.
 	LavaFloatingStepALow 	A low poly model of LavaFloatingStepA, which is used in Melty Molten Galaxy. Strangely, it fails to resemble that object to look more like previous object mentioned above.
 	MeteoContainer 	The original version of the meteor model used in the game, which sports a unique and high-quality texture. It also has a second filename, "RollingRock".
 	Confeito 	An untextured sphere with it's filename possibly deriving from the Portuguese word "confeito", after which the popular Japanese sugar candy "konpeito" was named. As Star Bits are inspired by konpeito, it's possible this model was an early placeholder for the Star Bit model.
 	IcicleRockA
IcicleRockB
IcicleRockC	Three strangely textured rocks with each one of them having a single animation for slightly bobbing up and down, along with having all the back-face culling, meaning they were only meant to be viewed from the front. All three of these rocks also have a GroupInfo file, each of them referring to the rocks as Rock00 (null), Rock01 (null), and Rock02 (null), respectively.
 	DPDOutPointer
DPDPointer 	Two star cursors from early builds of the game, which were seen in early footage and screenshots of the game.
 	StarCursor 	A cursor having a resemblance to the one from the early builds of the game. It has several animations: one for appearing, one for spinning, one for staying static, and two color animations for gently flashing red or blue.
 	Pointer 	A simple sphere, which lacks any other files besides the model itself.
 	NearFire 	An untextured sphere. It's unknown what purpose this object would've served as it cannot be found in the game's DOL, along with it never appearing when hacked into the game. It has a single animation for growing in size and then rapidly collapsing in on itself.
 	IceBall 	A ball made of ice with a single animation for spinning. This may have been used as a projectile attack for either an enemy or Ice Mario.
 	IceBox 	A simple box made of/encased in ice.
 	IceCube 	A cube made of ice having a unique reflection map that moves with the camera.
 	KarikariIce 	A large and oddly Mario-shaped chunk of ice. Its name suggests a possible tie to the unused KarikariFreeze. It has only one material animation for faintly glimmering like ice and its UV mapping is also incorrect.
 	TeresaMansionLightALightVolume
TeresaMansionLightBLightVolume	Two identical cylinders that were possibly intended to be used for the ceiling lights in the mansion for Ghostly Galaxy's..
 	TalkBalloonIcon 	A simple speech bubble containing a black outline. The object is a billboarder, meaning it will always face the camera no matter the angle at which it is viewed. It may have been used as an early or placeholder version of the speech bubble that sometimes appears over the heads of NPCs in the game, such as the Purple Toad that gives the player messages from Peach.
 	SandUpDownTowerBreakableWallA	A tall, breakable wooden box meant for the sinking tower in Dusty Dune Galaxy. Compared to it's used counterpart, this one is taller.
 	StarrySky 	A background full of stars with a (dim) rainbow of colors. The star texture's name is SpaceInnerUniverse.
 	SpaceInner 	A skybox featuring a bright stretch of galaxy and some dim rainbows. It shares the same star texture as StarrySky and may possibly have a relation to it.
 	OpeningCeremonySky 	A purple sky with an animated shining sun. It's a flat plane, meaning the camera would have been fixed on it for the starry sky seen when selecting a mission in-game.
 	SubmarineVolcanoSmallColumn 	Four breakable "unicorn-like horn" objects were meant to be used to decorate Bonefin Galaxy's sea floor. They were cut late in development as they were still present in the images on the Prima Strategy Guide and in the galaxy's level selection model. In the final version, they are all destroyed, with the air bubble generators inside their hollow bases. The model comes with a normal map, something that most models in the game never have. The Japanese name, in the ObjNameTable.tbl, is 海底火山石柱（小) which translates to "Seabed Volcanic Stone Pillar (Small)". which further indicates their relationship to the large breakable rock pillars found in Bonefin Galaxy.
 	ZoneHalo 	A blue glowing light likely meant to be shown around/behind several of the planets in the level selection as the model has a concave shape. The game uses models like SphereAir for this purpose.
=== Removed Objects ===
==== Removed Galaxy Select Models ====
Six entries for removed Galaxy selection models exist in the game's files (all of which lack the corresponding files for the model). Four of them are small galaxies that can be accessed by Launch Stars in the Comet Observatory (Sweet Sweet Galaxy, Bubble Blast Galaxy, Rolling Gizmo Galaxy, and Drip Drop Galaxy). The remaining two are for unknown galaxies: MiniKoopaJrDriverGalaxy and MiniTriLegLv2Galaxy.
Filename 	Galaxy Level
MiniBeltConveyorExGalaxy 	Sweet Sweet Galaxy
MiniCubeBubbleExLv2Galaxy	Bubble Blast Galaxy
MiniTamakoroExLv2Galaxy 	Rolling Gizmo Galaxy
MiniTearDropGalaxy 	Drip Drop Galaxy
==== Removed Planets ====
Two cut planets exist for Rolling Gizmo Galaxy named TmakoroPlanetA and TmakoroPlanetB. All that remains of these two objects are entries in the Object Name Table.
==== Megaleg 2 ====
Found in the Galaxy selection model section, there are several object names hint at what would've been a second fight with Megaleg. One model (Tripod2Boss) still exists in the game's files, but it's an exact copy of the normal Megaleg model.
==== Unknown Objects ====
Several more other entries can be found in the Object Name Table. Even after their translations, the exact purpose for each one is unknown.
Filename 	Translation/Meaning 	Description
BossKameckPattarn 	Kamella Pattern 	
BossKameck2Pattarn 	Kamella Pattern 2 	
BaoBaboo 	N/A 	
BindEndCube 	N/A 	There are unused cubes in the game, but none are seemingly related to this one.
CoinBlue 	Blue Coin 	There is an unused P-Switch, meaning this would most likely go along side it. However, since the text string is all that's left, the Blue Coins do not appear.
FruitBallDPD 	Fruit Ball - Wii Remote 	
GravityDust 	Gravity Dust 	
MakerSpinDriver 	Marker/Maker(?) - Sling Star 	
MarkerSuperSpinDriver 	Marker/Maker(?) - Launch Star 	
StarDustBridgeA 	Space Junk Galaxy - Bridge A 	
TripodBossRailMoveParts	Megaleg - Rail-controlled Object	Possibly has a relation to the Tripod2Boss (Megaleg 2).
== Unused Models ==
=== Enemies ===
Image	Filename 	Description
 	BossCrab 	An early version of the Megaleg boss enemy, which also has three other related models: BossCrabCannon, BossCrabCannonSwitch, and BossCrabKiller (Note: "Killer" is the Japanese name for Bullet Bills). It has a full range of motions, including one for the introduction demo before the start of the fight. This boss can be seen as a shadowy figure on the underside of the Starman Fort in the concept art for the Prima guide.
 	DamageBomb 	An early version of Bob-omb, which uses the same environment texture as other early models. It's model almost look like it was stripped from Super Mario 64.
 	Donketu
DonketuKing	Recreation models of the Bullies and Big Bullies from Super Mario 64. They have all their animations and are nicely polished textures.
 	IceMan 	An enemy guy made up of ice, even having animations like AngryDemo and DeathDemo, indicating he was possibly some kind of boss. It also has animations for throwing ice chunks (IceManIce). It was planned for deletion too as the Japanese text files (削除予定) can be found in the objnametable.tbl. The ice chunk was repurposed for Baron Brrr.
 	IronBall
IronBallBossDonketu	Early versions of Chomp enemy. Just like the final version of the game, both of them have the insides of their mouths modeled. However, the early versions actually have a texture that would've been used on the inside of the enemy. They also have a higher quality eye texture. Despite the name "Boss", both models are still smaller than the final model, having diameters of 3m and 4.5m compared to the 5m diameter that's used in the final game. A related model IronBallSpin has a generic spinning effect used to indicate it's forward acceleration.
 	KariKari 	An early version of the Slurple enemy, which are blue in the final game. It has files for being frozen (KariKariIce). This purple version can be seen in the demo version of the game. Interestingly, the Karikari and Kamikami enemies in Donkey Kong Jungle Beat, which have the same behavior, use the exact same file name.
 	KarikariFreeze	An ice Slurple, which is possibly tied to the KarikariIce.
 	Kinopi 	A fake Toad enemy that hops around. The name comes from taking the Toad's Japanese name (Kinopio) and chopping off the "o" at the end. The shine texture has the unusual name (HammerDPDSpe).
 	Mocina 	A strange, peachy whale-blob that's anchored to a platform. It apparently has a thing for coins and will go after them. It's somehow related to the unused Torimoti enemy, as its texture is named torimoti2.
 	OctopusQueen 	A large Piranha Plant, having only a few animations and no shading.
 	OtaJack 	A large octopus creature with six tubey tentacles, with it's name indicating to be King Kaliente (OtaKing). The "Jack" part of it's filename may possibly be a reference to the playing cards, as they include Jacks and Kings. It only has animations for waiting and being picked up.
 	SandGolemBlock
SandGolemColumn	A lumbering pile of animated sand bricks. The main SandGolem model only contains the skeleton and animation data, with SandGolemBlock and SandGolemColumn containing the bricks that make up for the creature. The enemy has large claws, which it holds out to the side of it's huge arms, and one of its animations is a normal T-Pose.
 	StarMan 	A strange enemy having a very simplistic form. It has no animations, but does have files to alter the model at different levels of damage. A duplicate of this enemy also exists under the name, "SpotLightEnemy".
thumb	TetuKuri 	The filename translates to "Iron Goomba", implying it's model size and name would've been used for a boss fight. It has basic animations like a regular Goomba, but none for being hit by a spin attack. This implies that it would either have been immune to them or that the model predates the spin attack of being used.
 	Torimoti 	A strange purple blob creature. Though despite it having no animation files associated to the enemy, it is fully rigged as the name of it is a Kunrei-shiki spelling for the Japanese word birdlime (torimochi). This was possibly because of the controversial nature of that word and was changed in the game's files for safety reasons.
 	Uminoko 	Seems to be an aquatic version of the Spiny. It crawls around as a normal creature would as it spends most of its time underwater. It only has one texture having all of it's shading and highlights baked on with the special pink shading done in the same way as Bugaboom's redness. It has animations for being hit with a spin attack, meaning it was most likely made for this game and not brought in from something else. An exact copy of the model exists under the name Togezo, which is the Japanese name for Spiny. Uminoko means "child of the sea", (or possibly "Sea Koopa Troopa") in Japanese.
 	ThornPlant
ThornPlantEye
ThornPlantSting	A strange collection of files that seem to make up a spiny plant enemy. ThornPlantEye is the head of the plant, featuring two animations for opening and closing its 'eye', ThornPlantSting is a single spike that would've possibly been used as a projectile, and ThornPlant lacks any files besides a single .bti texture for the stalk. This enemy, and all its associated files, go completely unmentioned in the game's DOL.
=== Creatures ===
Image	Filename 	Description
 	Larva 	A small larva that has animations for squirming, attacking, and dying. It bears a striking resemblance to the Male Sheargrub enemy from the Pikmin series.
 	BigLarva
biglarvacobweb	Another couple of larva creatures with a handful of animations, all of which are just squirming and wriggling. The cocoon (biglarvacobweb) even has a little bit of the larva's image in the corner of the texture.
 	SmallFly 	As the name implies, the body itself is very small. However, it has absurdly large wings that flap in, which is the only animation it has associated to this model.
 	BigFly 	This model comes in two parts: BigFlyBody and BigFlyWing. The body only has two animations, being an idle waiting and hitting. The wings themselves only have one animation in which they flap like a bird does. The model looks almost identical to the Pokemon Yanmega.
 	BigBigFly	A much larger version of the Big Fly, having three parts for the enemy: BigBigFly, BigBigFlyWing, and BigBigFlyTusk. Unlike the BigFly, both textures for the body have specular maps where it's only has one animation is swishing around its large chain of segments. It's wings only have a flapping animation. However, the tusks have themselves have three animations: idle, opening, and closing. If this model was finished, then the player wouldn't be able to do any sort of damage to it. It's possible this model was taken nearly a decade later to then become the Pokemon, Vikavolt.
=== Characters ===
Image	Filename	Description
 	Chico 	An little red star that can only bob from side to side.
 	DummyNPC	A dummy character having two animations associated to it: one for searching (which physically flips him around, front forward) and another for waving. Additionally, it comes with two Middle and Low resolution models (DummyNPCMiddle and DummyNPCLow). He also prefers to be called "Test NPC".
 	TicoJii 	A character resembling the Millennium Star from Mario Party 3. The name indicates that it would've been an elderly Luma of some sorts. It has three Message IDs that dedicated to it, but they are just linked to blank text.
=== Planets ===
Image	Filename 	Description
 	BombTimeAttack2Planet	A colorful version of the planet, that is used in the final game, for the Bob-omb trash destroying minigame.
 	BossBazookaTower 	An early version of the final planet from Toy Time Galaxy's third star. The final version for it is made of cake and a jar of gumballs, along with a shorter starting platform. It also does not have any wooden platforms on the side.
 	BroadBeanPlanet
BroadBeanPlanetLow	A large bean planet that's very similar to the ones used in Gusty Garden Galaxy. It strongly resembles the planet with the first Prickly Piranha Plant on it, but it has a different structure to the sandy areas. It also has a different reflection texture than the other beans. Comparing the filename for the model to the other bean planets, having a letter in the name, indicates that this was most likely the first bean planet created and it was used in the E3 2006 demo version of the game. The low-poly model for this planet is a different one, which was also used in the E3 2006 demo version of the game.
 	FlexibleSphere 	Likely an early version of the multiple holey, hollow planets found throughout the game.
 	Dossun2DPlanet 	An early version of the C-Shape Planet of Melty Molten Galaxy, with it's design changed a small little.
 	JumpGuarderRoomPlanet	A room planet that's similar to BegomanRoomPlanet, with the name referencing the pink "laser-ring-shooting, spring-loaded" enemy that's found in various levels throughout the game. Unlike BegomanRoomPlanet, not every wall has a modeled backside meaning that it was probably an early version for one of the rooms in Battlerock Galaxy.
N/A 	NormalGalaxy 	A very plain sphere with a mildly sandy texture. It also has two normal maps, one with low-resolution and another that isn't.
 	OnimasuZoneGoalParts 	A very early version of the Cyclone Stone for Beach Bowl Galaxy. Corresponding models for the other parts of the planet also exist, but OnimasuZoneStartParts has it's own wiped. The dark blue squares indicate the safe zones from the rolling boxes.
 	RockEntrancePlanet 	An early version of the entrance to the interior of the Battlerock.
 	StarPlanet 	A big textureless star shape having 1,000 tris exact and also has a collision version of it too. Several instances of this planet also appear in the Starman Fortress concept art.
=== Low-Poly Planets ===
Image	Filename 	Description
 	BigRelayPlanetALow 	The low-poly model for Good Egg Galaxy's BigRelayPlanetA, which features a grassy texture as opposed to what should be a rocky texture instead.
 	DeathPromenade2DPlanetLow	A model intended to be the low poly model for the 2D race planet in Boo's Boneyard Galaxy. The race planet only spawns when the Warp Pipe is connected to it and the starting planet is entered, meaning a low poly model is never necessary. The model consists of only one triangle.
 	DinoPackunBattlePlanetLow	The planet on for Good Egg's Galaxy's first boss fight (Dino Piranha) was originally more colorful. The only trace of this version of the model can be found in the E3 demo of the game, which is this low-poly model of it. Though it is used in the final game, the old design of the model is featured in Good Egg Galaxy's map selection model. A copy of this model exists for the Fiery Dino Piranha's planet, which is visible similarly to the early Hole Planet (Note: The low-poly model of it was not replaced).
 	DorayakiFortressPlanetLow	A low-poly model for the unused DorayakiFortressPlanet. Although it is lower in polygons than its counterpart, its grass texture is more defined, despite it being smaller and of lower quality.
N/A 	EyeBeamerCubePlanetLow 	Though this planet is used in Dreadnought Galaxy, the Low-poly model is a duplicate of the High-poly model.
 	FloaterLandPlanetLow 	A low-poly model for Buoy Base Galaxy's main planet, which shows it's original design from early development. Originally, There were a lot more platforms and metal beams, as well as a series of bars connecting the rings around the water, forming a sort of maze. On the other side of the planet is a target landing pad, which would later be used in Super Mario Galaxy 2. The presence of a low-poly model indicates that it was to be part of some larger galaxy. Two copies of one of the early tower parts also exists as well. (FloaterLandPartsA/B).
 	GhostShipCavePlanetLow 	A low poly model of Deep Dark Galaxy's starting planet. The player is never far enough away for this model to activate, so it's never seen. Strangely enough, a small hole can be seen on the side of the planet that is never present in the high poly model, along with an unused path within level that supposedly leads from the Boo Box, into this hole, and towards the Ghost Ship.
 	HatchWaterPlanetLow 	A low-poly model for the galaxy's water ball planet also exists, which looks similar to a Poké Ball from the Pokemon franchise.
 	HolePlanetLow 	The metal, holey planet in Bowser Jr.'s Robot Reactor was originally made of dirt and grass, as seen of the demo version of the game. The model is used in-game, but only during the fight against Megaleg.
 	StarEggRoadEggPlanetDLow 	The planet that's created by a Hungry Luma, in Good Egg Galaxy, was originally intended to be a large egg, just like most of the other planets in the level. The texture is not tiled very well on the side, indicating that it wasn't finished during development. It can be seen in-game, but it's impossible by normal means.
 	SubmarineVolcanoPlanetLow	A low-poly model of Bonefin Galaxy's main planet, indicating that it was meant to be part of a bigger galaxy at one point during development.
 	TeresaMansionPlanetBLow 	The low-poly model of the interior for the mansion in Ghostly Galaxy. It likely appears under the same conditions as the exterior's model, but it's impossible to see due to the player's viewing angle.
 	TripodPlanetLow 	A low poly model of Megaleg's Moon. Since the player is never far enough away from that planet, this model never activates. However, there are patches of green grass instead of the rusty red patches that are used in the final game.
 	UnderseaTunnelPlanetLow 	A low-poly model of Bigmouth Galaxy's only planet is present, which indicates that it was meant to be part of a bigger galaxy. The only change in it's appearance on the model is the color of the "eyes".
 	WaterRoadCavePlanetLow 	The unused low-poly model for the Sand Spiral Galaxy's main planet reveals that it was originally going to feature water instead of sand, as seen in the filename. The fact it has a low-poly model implies that the planet would have originally been part of a larger galaxy.
=== Placeholder Planets ===
Some planets only have placeholder models, as they were never finished before being cut from the game.
Image	Description
 	Planets that use the Temporary High Model placeholder include: BigRelayPlanetB, HiTowerGoalPlanet, HiTowerGoalPlanetLow, OceanOnimasuPlanet, OctopusTrapPlanet, PhantomCavePlanet, SeaStormPlanet, WaterTransparentPlanet, and WaterTransparentPlanetLow.
Planets that use the Temporary Low Model include OceanOnimasuPlanetLow, OctopusTrapPlanetLow, PhantomCavePlanetLow, SeaStormPlanetLow, and TwinPeanutsPlanetBLow.
The low model placeholder is much larger and has way more polygons than the one for the higher models.
=== Miscellaneous ===
Image	Filename 	Description
 	BillBoarder
BillBird
BillDog	A character that's entirely made of flat textures and always face the screen, which are commonly referred to as "billboards". He has 50 actions of animations, such as running, jumping, various types of punching, and wall climbing (He can also punch while wall climbing).
 	ChargeSpot 	A panel featuring a lightning bolt symbol. It's possible the light texture in the spiral would have originally scrolled either inwards or outwards.
 	ChupaChups2 	A duplicate of the pompom flowers that are found throughout Honeyhive Galaxy and Gold Leaf Galaxy. Judging by it's filename of the model (and subsequently, its texture, named Candy), this unused plant and its used counterparts may have been inspired by Chupa Chups, which is a brand for a lollipop.
 	ChupaChups4 	An unused bush. It's name suggests it may possibly has some sort of relation to the ChupaChups2. It has no animations and the texture that's associated to the model is named CutTree, which was possibly reused from the unused CutTree model. Although CutTree and ChupaChups4 use textures of the same name, the texture that's associated with ChupaChups4 is recolored to be darker and greener.
 	CutKinoko 	A mushroom that's as tall as a tree, having a cut plane halfway up the stalk.
 	CutRadish 	A large radish from Super Mario Bros. 2, but are a lot smaller. However, it has a cut plane below the green stem.
 	CutStinger 	An unfriendly plant that can be cut just above the base.
 	CutTree 	A thin tree that can be cut at about the same height as the mushroom (CutKinoko).
 	CocoTree 	An unused coconut tree. It has two animations; one for being hit (presumably by a spin) and one simply called rebirth, in which it wobbles its leaves. It's possible this would've been used in possibly Deep Dark Galaxy, Drip Drop Galaxy, Sea Slide Galaxy, or Beach Bowl Galaxy as those are the only galaxies to have Palm Trees
 	RustleBush 	A simple bush with animations for being shook and gently swaying in the wind.
 	DevilTail 	The model itself seems to be an exact copy of PoleTop and PoleBottom, except this one comes with a texture for something that is definitely not a pole.
 	ElementBlock 	A set of cubic blocks. Judging by their filenames, they were probably used for testing different types of elements that are used throughout the game.
 	FlagSaveSwitch 	A red button having a similar resemblance to the Wing Cap Switch in Super Mario 64. As it's filename suggests, it was possibly used as a checkpoint, which are similar to the flags in Super Mario Galaxy 2.
 	Foo 	A single baby blue Star Bit. It has one incomplete animation for spinning and also comes in a shade of blue that is never seen in-game.
 	FooFighterAura 	A flat effect model. However, it's unknown whether or not this was meant to be tied to the Red Star or some other character (if it even belongs to the game at all).
 	FooStar 	A pair of pointy hollow stars that float a little less than 2 meters apart. The Red Star, which grants Mario/Luigi into their Flying power-up, is named PowerUpFoo, and the two models along with it use the same exact textures. When compared to the Mario model, they float just outside of Mario's outstretched arms. It is possible that these were intended to be part of the Flying power instead of simply giving Mario glowing hands.
 	GenieHand 	A strange hand model with no animations or other files. It's possible that it could've a scrapped boss fight for Dusty Dune Galaxy.
 	GridPlane 	A set of four tiny checkered planes placed at the corners of a 100m² workspace.
 	GroundStar 	A duplicate copy of the Grand Star, with unique mats and no animations attached to it.
 	HiddenBlcok 	The final version of the game does not use any hidden blocks.
thumb	InkBall 	A blob of ink. The closest thing to an enemy shooting ink in the game is Octoguy's inky black rocks. Bloopers produce ink when bumped into.
 	ItemBlock 	An early version of the item block, which uses textures instead of polygons for its features and a different font for the question mark. It also has a texture animation for turning brown after it's use. In the final game, item block that is used has it's file named CoinBlock. Blocks in the final game only contain coins or star bits and then disappear after it's use.
 	Kinoko 	A Super Mushroom, which are very much like the other Mushrooms that are used in the final game. According to one of the "Iwata Asks interviews", a Mushroom was "playable" instead of Mario in one of the first prototypes to test the movement of the player, making other Mushroom models be most likely based on this one. This file is loaded on boot and crashed the game if the file isn't present. The case is the same for the version of the file in the sequel.
 	KoopaBall 	An earlier version of the rolling ball used in Rolling Green Galaxy and other levels. Though it's mostly the same, it has 500 less polygons altogether with no ring around the model. The ring normally remains parallel to the horizon and tilts with the player's control.
The axis center for the model is also located at the bottom of the ball, whereas it's located in the center of the ball in the final model, named tamokoro. The flakes inside the ball are mostly the same, aside of a few pieces being repositioned.
According to its entry in the object table, it was meant for a Bowser battle, which explains the name "Koopa". This is unusual as Bowser Battles always has Grand Stars instead of regular Power Stars.
 	KouraA 	An early version of the Koopa Shell, with it's name having a small typo. There are small holes in the model where the rim meets the green on the long ends. It only has one wiggling animation attached to it.
 	LavaSwitch 	A poundable switch bearing the old pound symbol. It seems very similar to the rock switch included in several Melty Molten Galaxy rock platform models.
 	MagicalWand 	A primitive magic wand, which was probably the precursor to Star Wand (possibly from the Kirby franchise).
 	MirrorModelPeachCastle 	A low poly model of Peach's Castle, which was meant to be used as the reflection of the castle in the water. The castle reflection model, which is used in the prologue level, is baked into the model for the entire level meaning this standalone model goes unused. It's also worth noting that this model has a few differences from the used reflection model, which are being visible windows, doors, torches, and a glowing star atop the front.
 	MirrorReflectionPeachCastle	A standalone model for the reflective water, which is present in the lake around Peach's Castle. It is covered in the Japanese character for "mirror" (鏡).
 	MoveVector 	Judging by the name, it's some kind of cursor or indicator meant for the characters throughout the game. It also uses the same texture as other early models.
 	NarutoSwitch 	A switch having a similar design to the Charge Spot. It's possible that this switch would've activated by spinning. A taller version also exists under the name RocketNarutoSwitch.
 	NormalBlock 	A simple block model with a complex texture and a normal map to go with it.
 	NormalMapBoard 	An image used to test normal maps.
thumb	NormalMapFloor 	Its in-game size is relatively large and may have been originally used for testing normal maps. On its two largest faces, it has a generic checkerboard texture similar to the other test objects from the game. However, around the edges there is a green grass-like texture, which may indicate that the planet was intended to be fleshed out more rather than be a merely test object.
 	NormalMapObject 	A lumpy planet with a unique texture. As the filename suggests, it was probably used to test normal maps.
 	Note8 	An early music note model with a jiggy wiggling action. It has animations for success and failure, as well as files for various colors. This was replaced with the final note model before the E3 demo of the game was revealed.
N/A 	OceanRotateStep 	A solid white hexagonal platform, which is very similar to the floats that were eventually used in Buoy Base Galaxy.
 	OniTsuTsu 	A wooden Tox Box, which could've possibly been used in Toy Time Galaxy. The corner of the model of the Japanese character "oni" (鬼) is on the unused model. It doesn't quite have the same name as the Tox Box, which is Onimasu(kun/don).
 	PenguinGoodsHat 	A hat that was meant to be worn by penguins. The model lacks proper backfaces, so it will not display properly without disabling the culling.
 	PoisonPlant 	A strange ball. It ;ooks similar to the hollow planet, with the bouncy center, in Ghostly Galaxy.
 	PowerUpLife 	A 3D Model of the Life Meter, which was replaced by a 2D graphic in the final game.
 	RollingBoxA 	The precursor to the unused Tox Box model, with a yellow square indicating the safe zone. The GroupInfo file for it refers to it as NormalAnaBokoGoroIwa02, which in Japanese is an abbreviation for "normal rolling stone with a hole 02".
 	RVCon 	A very primitive-looking Wiimote model, which lacksany of the other buttons (such as the A, 1 and 2 Buttons). The shape and button placement is different from the final design, with an extra button placed next to what would become the Power button. Note: The RV stands for "Revolution", which was the codename for the Wii.
 	SampleMapPartsObject 	A two meter cube, which obviously was used for testing.
 	SlidingRope 	A .bti texture of a vine, which lacks it's model. It possibly has relations to Trapeze, the swinging vine rope found many of the galaxies.
 	SpiderItemShell 	A strange object that opens like a party ball, like the ones in the Super Smash Bros. series, reminiscent of the Beady Long Legs.
 	SpinMagic 	A green sphere of magic that bears a vague resemblance to some kind of force field, having somewhat of a similarity to the force field that appears around Rosalina when she is jumped on or struck with a Star Bit. The object cannot be found anywhere in the game's DOL files.
thumb	StarWand 	A simple model of a wand containing a star in of a crystal ball. It only has an environment image associated with it and the glass does not display properly in bmdview2. There is also a related file to this object named StarWandCursor.
 	StringSpiderArmor 	A shell of armor, which would perfectly fit to the back of a Sprangler. Its single texture colors it a plain grey.
 	SuperSupinDriver 	A very early version of the Launch Star, which has a unique stained-glass texture and a misspelled name. The final name for the Launch Star is SuperSpinDriver. It's possible that the the blue color would've been used, replacing the grab stars, for the Launch Stars instead of the normal orange.
 	SurfBoard 	A very basic surfboard, possibly used for testing out the controls on water when turning like the race in Loopdeeswoop Galaxy.
 	SweetDecorateePartsOrange 	A model that supposedly looks like a wheel, with a small typo in model's filename. It is one letter away from the model for the orange slice platform used in Toy Time Galaxy. This is placeholder object as the word kanji 仮 translates to "Temporary".
 	Trampoline 	A trampoline with a very high quality wood texture on the frame attached to it.
 	Turtle 	A prototype version of the robotic turtle found in Dreadnought Galaxy. The name, SpringWaterTurtle, corresponds to the name of the planet, while the final model's name that's used in the final game is OceanSmallTurtle.
 	TwoLegWalker 	A walker that has no textureless or animationless that small enough for Mario to ride on it. It seems to be directly related to the TwoWheelTank (shown below), suggesting that it was meant to be used as a vehicle but scrapped before reaching the texturing phase.
 	TwoWheelTank 	A small vehicle bearing the emblem on Mario's hat and has a possible relation to the TwoLegWalker.
== Unused Object Behaviors ==
=== Topman/Spring Topman ===
* If the enemy falls into lava, it creates a splash effect and plays the "Topman short-circuiting" sound.
* If the enemy is submerged in water, it disappears in a puff of smoke, playing a unique sound effect, SE_EM_BEGOMAN_DEAD_IN_WATER.
* Some enemies (such as Goombas) can be defeated if a Topman runs into them.
=== Lil' Brrr and Lil' Cinder ===
Both enemies have two unused settings where they will jump (if Obj_arg0 is set to 1) or simply appear from the ground (if set to 2).
=== Ice Mario ===
Ice Mario has an attack that freezes Electrogoombas, which goes unused as Ice Flowers never appear in range of Electrogoombas. Upon spin attacking an Electrogoomba, as Ice Mario, the Electrogoomba turns into the an unused IceBox object. This object behaves identically to the SpinningBox object that is used in Gold Leaf Galaxy's first mission. Sometimes, the attack causes Mario to clip through the ground.
File:Octoomba and Ice Mario.png
File:SMG Ice Mario's Attack.png
File:Ice Box Clip.png
File:SMG Spinning Box.png
=== Unused Animations ===
=== Mario ===
Animation	Filename	Description
 	punchl.bck
punchr.bck
punchair.bck	A few animations of Mario punching, like in Super Mario 64. It was possibly replaced by the Spin Attack. There are also animations of tackling as well.
 	tennisrun.bck
tennisshotair.bck
tennisshotl.bck
tennisshotm.bck
tennisshotr.bck
tenniswait.bck	A full set of tennis moves. It's unknown why these animations are in a 3D Platformer game. It's possible these are related to Mario Power Tennis as that was the last Mario tennis game before Mario Tennis: Ultra Smash on a console.
=== Bouldergeist ===
Bouldergeist has a set of animations for a tactic that never get used in the final game. These include sinking into the ground, peeking with his core, and popping back up. His hands also have a corresponding animation.
=== Guppy ===
Guppy has two leftover animations that were used in the game's pre-rendered "EndingA" cutscene: "endingacut04move01.bck" and "endingacut13move01.bck". These animations were used for Guppy leaping out of the water as the camera sweeps over Peach's Castle.
== Unused Zones ==
This section here pertains unused areas that would've allowed the player to explore on in the set galaxy. However, there are twelve total that go unused.
Image	Filename 	Description
 	CubeBubbleExDZone 	An unused zone meant for Bubble Breeze Galaxy. The only solid land in this unused area is a small metal platform as everything else is a maze of hazards, with lots of wind, steam geysers, and a small sun that shoots fireballs. Given all this, it is clear this zone was meant to be heat-based. This zone sheds some light on the peculiar name for the level where the bubbles being produced here are cubic! The option to change them to cubes can be set through specific parameters given to the bubble generator object. The zone even has its own Power Star.
 	GlassyTwinsPlanetZone	As the filename says, it features the Glassy Twin Planets and a handful of crystals. Yellow Star Chips are scattered around the second planet, but collecting them does nothing. Interestingly, the two planets are resized to 133% and 150%, respectively. An earlier version of this appears in the E3 2006 demo version of the game, between the scrapped "HomePlanet" and the early version of the DiskGardenPlanet.
 	HeavensDoorLargeZone 	As the name suggest, it was possibly meant to be part of Gateway Galaxy, which have Small and Medium zones attached to it. The only notable feature is a camera object that zooms out from a particular spot to show the planet from a fixed view. The moon planet it uses was reused in Deep Dark Galaxy for Kamella's entrance.
 	KoopaBattleVS3AZone 	A zone meant to be for the first or second area in Bowser's Galaxy Reactor, as the filename suggests. All of the solid ground is made of blocks stuck together, with lots of firebars and hazards all around it.
N/A 	PhantomIceMazeZone 	An alternate zone of the ice maze planet from Space Junk Galaxy, but it's filled with Boos and eerie lights. It is listed in Ghostly Galaxy's ZoneList and also contains a Power Star.
 	PoleUnizoZone 	A zone featuring the PoleUnizoLandPlanet, with the planet itself surrounded by a shallow body of water with Urchins around it. It is listed in Deep Dark Galaxy's Zone List and has nothing much to do in the area beyond hopping from pole to pole.
N/A 	PoyoPoyoPlanetZone 	Consists entirely of two pink bouncy balls floating next to each other. Just like PhantomIceMazeZone, this zone is listed in Ghostly Galaxy's ZoneList.
 	SandIslandSamboZone 	An unused zone meant to be used for Dusty Dune Galaxy. Though there is no actual planet, but given the position of the coconuts and Pokeys placed in the area, along with the disk gravity, it seems the planet was meant to be a disk.
 	SeaVolcanoZone 	An unfinished zone for Drip Drop Galaxy, which is made out of the original model parts that were later incorporated into the final planet model that is used in the final game. The planet that's used here is DropOfWaterPlanet, whereas the final game for this galaxy uses TearDropPlanet. It is also worth mentioning that the zone has 17 layers defined, but most of them are unused.
The zone contains a Treasure Chest, Bill Blasters, the unused Super Mushroom, Urchins, swimming Gringills, Air Bubble Generators, fallen Airships, Toad Ships, Koopa Shells, and a Power Star. The Torpedo Teds in the zone are launched from cannons, sticking out of the sand, whereas in the final game they just simply emerge from the sand.
 	TwinFallLakeZone 	An early version of the ColdTwinFallZone, which is used in Beach Bowl Galaxy. The map was apparently built using an older version of the planet, which was relatively upside down compared to it's final counterpart. As a result, everything is floating in the air have random patches of water. It also uses a Spring Mushroom for its puzzle rather than a Cataquack.
An entry in the object list table indicates this zone was meant to appear in Gusty Garden Galaxy and would still use ice as part of it's puzzle. However, area is listed in Good Egg Galaxy's ZoneList. A glimpse of this planet can be seen in an early screenshot of the game.
N/A 	MarblePlanetZone 	While this zone is used in Deep Dark Galaxy (At the end of Star 2), it has an unused entry in the Zone List for Space Junk Galaxy.
N/A 	GCaptureTutorialZone 	While this zone is used for a large portion of Space Junk Galaxy, it has an unused entry in the Zone List for Ghostly Galaxy.
== Unused Audio Content ==
=== Unused Music ===
Clip	Filename 	Description
 	BGM_IN_BUBBLE 	A soothing sequenced piano and harp track that was meant to be used when inside a bubble. It was used in the E3 2006 Demo version of the game.
 	SMG_ev_prolo03_strm.ast	A synthesized version of the airship theme having a brass-heavy fanfare intro to it. A very similar rendition appears in Super Mario 3D Land and possibly built off this one. The theme was obviously replaced in favor of the orchestrated version.
 	SMG_ev_prolo04_strm.ast	A synthesized version of the "Catastrophe" music track.
=== Unused Sound Effects and Voice Clip ===
Clip	Filename 	Description
 	0x2E 	An early sound effect of when a Star Bit is collected, which was used in the E3 2006 demo and GDC 2007 trailer of the game.
 	CS_TENNIS	Found amongst the Wii Remote's sound files is a sound of a tennis ball being hit by a tennis racket. This is likely tied within the unused tennis animations, but it could've also been taken used at one point in development for the Deep Dark Galaxy's "Bubble Blastoff" mission, where the player needs to ground pound tennis balls into a watermelon at the end of the level to make it grow.
 	N/A 	An unused voice clip of Mario shouting Nintendo. Presumably this sound would've have been heard upon booting up the game (like in other Mario games, such as Mario and Luigi RPG series).
== Unused Cameras ==
=== ReverseForestHomeZone ===
There are three unused cameras associated to Gold Leaf Galaxy.
Image	Description
 	A camera that was meant for Queen Bee. However, she only appears in Honeyhive Galaxy, which suggests that was also meant to appear in Gold Leaf Galaxy (if not another).
 	A camera that was created for a Toad, even though there are none that appear in Gold Leaf Galaxy. The camera is a relative camera, which means that it will follow the player's position. Hacking it into the game, it shows Mario standing at the start of Galaxy with the camera activated.
 	An unused camera that was meant for a Star Bunny. They only appear in the first star for this galaxy and none of them reference this camera. Similarly to the unused camera for Toad, this Star Bunny camera follows the player's position. Hacking it into the game, it shows Mario standing at the start of Gold Leaf Galaxy with the camera activated. Apparently the Star Bunnies would've had something to show the player that would've been located onto the left side of the stage.
=== ProminenceGalaxy ===
There are thirteen unused cameras that exist, relating to the Topmen are located and a "Mischievous Rabbit". However, although the Topmen was changed in the final game,
==== Mischivous Rabbit ====
Melty Molten Galaxy does not have any rabbits anywhere in the level.
Image	Camera Number	Description
 	#1 	A viewing of the middle-ish region of the giant lava ball that's seen in the level. But since the player viewing the lava ball from the inside, it will never appear due to the Backface Culling.
 	#2
#3
#4 	Aside the ID numbers being different, the unused cameras here are the exact same thing. The camera type they use is programmed to follow an object, but since the target object isn't in the level anymore (which were probably the rabbits), the cameras decide to follow Mario instead. The behavior of these cameras is odd, as they're always rotated towards Mario's face and these cameras here are very close to the player.
 	#5
#6 	Cameras #5 & #6 are also identical. Though these are normal cameras, the view doesn't make much sense due to the nature of the level layouts.
==== Topmaniac and Begoman ====
There are other unused cameras that are leftover from when the Topman tribe was located in Melty Molten Galaxy (before being moved to Dreadnaught Galaxy).
Image	Camera Number	Description
N/A 	N/A 	The original Topmaniac (which was shown in pre-release footage of them demo) had a spring on its head. It's possible that these cameras were meant for the Topmaniac instead of a normal Spring Topman. By hacking the game, the user can place a Spring Topman in that area and give it the unused camera.
N/A 	#1
#2
#3
#4	There are also six more cameras that are targeted towards a "Begoman". However, but it's not an object as "BegomanSpike", "BegomanSpring", "BegomanSpringHide", "BegomanBaby", and "BossBegoman" are all the Topman objects (excluding the internal base class that they all inherit from). 4 of the 6 Topman cameras are set up in a way that makes them usable by a Spring Topman, so anyone can see on they would've looked like when used by a Spring Topman.
For Cameras #1 & #2, the only difference from the previously mentioned Spring Topman cameras is that the amount of time the cameras are activated for is set to 0 instead of 1200. Cameras #3 & #4 are basically identical to the previously mentioned Spring Topman cameras.
 	#5
#6 	Camera #5 just freezes in the last position it was in before it activated (though it will rotate around to follow the player, it's position will never move). Camera #6 is a planet camera, basically depends on where the player stands at, and the camera will try to have the center of the planet on-screen as well. The center of the planet is defined as 0,0,0 for the "XYZ" coordinates, which is in the middle-ish area of the giant lava ball. (It's worth noting that these coordinates are the same for Cameras #2 and #4.)
== Unused Object Parameters ==
Image	Name 	Description
 	Bubble Shape 	The bubble generators, which are seen placed in several parts of the game (such as Bubble Breeze Galaxy), create nice round bubbles. However, with the right parameters, the bubbles can be spawned with other shapes, such as cubes. Considering the internal names for Bubble Breeze Galaxy and Bubble Blast Galaxy use "cubebubble" in the name, it's likely that cubes were the original shape during development. With a different set of parameters, octahedral bubbles can be spawned.
N/A 	Magikoopa Fireball Split	An unused setting for the Magikoopas that causes their fire spells to act like Kamella's, which split into multiple fireballs instead of just one. It can create two or three depending on the parameter given.
 	Boo Items 	There are many different items can be put inside a Boo, but only coins (ID 0), keys (ID 6), and Power Stars (ID 7) are the only ones used in the final game. Below is a whole list (including the ones that are used).
* 0 = Coin
* 1 = Blue Toad
* 2 = Sling Star
* 3 = Launch Star
* 4 = Star Bits
* 5 = Luma
* 6 = Key
* 7 = Power Star
* 8 = 1-Up Mushroom
* 9 = Goomba
* 10 = Blue Star Chip
* 11 = Star Chip
* 12 = Silver Star
* 13 = Grand Star (Crash)
* 14 = Life Mushroom
N/A 	Blue Koopa 	Though Cosmic Mario uses a Blue Koopa Shell in the Sea Slide Galaxy Race, the player never sees an actual Koopa walking around in it. Their last appearance, as an enemy, was Super Mario World.
 	Empty Red Launch Star 	An unseen texture for a red variant of the Launch Star, suggesting that these colored launch stars were planned for the final game instead of the normal colored orange ones.
 	Purple Luma 	A purple lavender-colored Luma, with some code still existing in the game's files.
 	Marble Planet's Marbles 	An unused setting exists for the Marble Planet in Deep Dark Galaxy that allows the player to change the number of marbles inside the planet.
== Removed Time Attack Mode ==
Each galaxy in the game's data contains a Scenario file defining basic parameters, such as the galaxy's stars, zones or comets. The property LuigiModeTimer is defined for every Power Star in the game albeit not being used at all! It seems that there was originally going to be some kind of Luigi-related timed mode, whereas the final game only contains a handful of Time Attack comets that don't involve Luigi. In Super Mario Galaxy 2, there are Mario Kart-style "Staff Ghosts" that appear in the form of a Luigi ghost in each galaxy. However, these don't have a recorded time associated with them. Below this description here is a table listing all the unused times.
There are some timers without a time at all indicate if the star is hidden. Selecting those will always load the main scenario where the hidden star can be found, therefore the timer would be set to 0 as it wouldn't be referenced.
=== Battleship Galaxy ===
Star	Time
1 	3:00
2 	2:30
3 	3:00
4 	1:10
5 	2:00
6 	0:00
7 	0:00
=== BeltConveyerExGalaxy ===
Star	Time
1 	1:00
=== BreakDownPlanetGalaxy ===
Star	Time
1 	0:40
=== CannonFleetGalaxy ===
Star	Timer
1 	3:00
2 	3:30
3 	4:00
4 	4:00
5 	2:30
6 	0:00
=== CocoonExGalaxy ===
Star	Time
1 	1:30
=== CosmosGardenGalaxy ===
Star	Time
1 	2:30
2 	3:30
3 	4:30
4 	1:20
5 	2:00
6 	0:00
=== CubeBubbleExLv1Galaxy ===
Star	Time
1 	1:30
=== CubeBubbleExLv2Galaxy ===
Star	Time
1 	10:00
=== DarkRoomGalaxy ===
Star	Time
1 	4:00
=== EggStarGalaxy ===
Star	Time
1 	2:15
2 	4:30
3 	3:00
4 	2:15
5 	1:40
6 	0:00
=== FactoryGalaxy ===
Star	Time
1 	4:00
2 	2:30
3 	7:00
4 	1:40
5 	1:40
6 	0:00
=== FishTunnelGalaxy ===
Star	Time
1 	1:30
=== FlipPanelExGalaxy ===
Star	Time
1 	0:50
=== FloaterOtaKingGalaxy ===
Star	Time
1 	30:00
=== HeavenlyBeachGalaxy ===
Star	Time
1 	1:30
2 	1:30
3 	2:00
4 	1:20
5 	11:00
6 	0:00
=== HeavensDoorGalaxy ===
Star	Time
1 	10:00
2 	10:00
=== ProminenceGalaxy ===
Star	Time
1 	3:20
2 	4:00
3 	3:30
4 	4:00
5 	9:00
6 	0:00
=== HoneyBeeExGalaxy ===
Star	Time
1 	1:40
=== HoneyBeeKingdomGalaxy ===
Star	Time
1 	2:15
2 	2:00
3 	2:00
4 	1:10
5 	8:00
6 	0:00
=== IceVolcanoGalaxy ===
Star	Time
1 	3:00
2 	6:30
3 	3:30
4 	1:00
5 	11:00
6 	0:00
=== KoopaBattleVs1Galaxy ===
Star	Time
1 	3:30
=== KoopaBattleVs2Galaxy ===
Star	Time
1 	4:30
=== KoopaBattleVs3Galaxy ===
Star	Time
1 	10:00
=== KoopaJrShipLv1Galaxy ===
Star	Time
1 	3:00
=== OceanFloaterLandGalaxy ===
Star	Time
1 	2:00
2 	0:00
=== OceanRingGalaxy ===
Star	Time
1 	2:30
2 	2:30
3 	4:00
4 	1:10
5 	15:00
6 	0:00
=== PeachCastleFinalGalaxy ===
Star	Time
1 	10:00
=== PhantomGalaxy ===
Star	Time
1 	2:30
2 	2:30
3 	2:30
4 	1:00
5 	3:00
6 	0:00
=== SandClockGalaxy ===
Star	Time
1 	3:00
2 	3:45
3 	3:30
4 	3:30
5 	6:00
6 	0:00
7 	0:00
=== SkullSharkGalaxy ===
Star	Time
1 	2:00
=== SnowCapsuleGalaxy ===
Star	Time
1 	1:40
=== StarDustGalaxy ===
Star	Time
1 	2:30
2 	3:00
3 	3:00
4 	2:30
5 	1:00
6 	0:00
=== SurfingLv1Galaxy ===
Star	Time
1 	2:30
=== SurfingLv2Galaxy ===
Star	Time
1 	2:00
=== TamakoroExLv1Galaxy ===
Star	Time
1 	1:30
=== TamakoroExLv2Galaxy ===
Star	Time
1 	3:00
=== TearDropGalaxy ===
Star	Time
1 	1:00
=== TeresaMario2DGalaxy ===
Star	Time
1 	2:00
=== TransformationExGalaxy ===
Star	Time
1 	1:10
=== TriLegLv1Galaxy ===
Star	Time
1 	2:30
== Unused Missions ==
=== Castle Gardens ===
The prologue level in which the player first begins in their adventure, with two unused missions available for this level. One lacks a name while the other is simply "Peach's Castle". The existence of these missions imply the level may have been revisited at one point, but was eventually scrapped for Grand Finale Galaxy (as the file name implies: PeachCastleFinalGalaxy). Although these mission entries exist in the game, the scenarios themselves don't which will cause the game to crash if they're accessed unless a custom scenario and star is be added to the level.
File:SMG-ProloguePeachCastleMission1.png
File:SMG-ProloguePeachCastleMission2.png
=== Bowser's Star Reactor ===
Bowser's Star Reactor has two unused missions, which are inaccessible through normal means. Similarly to Castle Gardens, the entries exist while the scenarios do not and yet again will crash the game will if a custom scenario isn't present. The second mission, Stopping the King of the Koopas, is a unique mission name that never appears anywhere else in the game. But the third mission, The Fate of the Universe, is a name that's eventually reused for Bowser's Galaxy Reactor. This would suggest that, at one point in development, every Bowser mission would take place in the same galaxy with each one being unlocked as the game progresses.
File:SMG-BowsersStarReactorMission2.png
File:SMG-BowsersStarReactorMission3.png
== Unused Race ==
Cosmic Mario has race data for the Space Junk Galaxy that exists under the name GhostDataStarDustGalaxy. However, a Cosmic Comet never orbits that galaxy. The cutscene before the race remains unfinished there's also no version for Luigi's either (compared to the implemented time attack data), suggesting that this mission was cut before Luigi's races were created. The race was possibly scrapped due to it's difficult as there is only a single (linear) path the player can take and would lead to many run-ins with Cosmic Mario.
== Changed Designs ==
Early Graphics and/or Models for both characters and objects that are still used in the final game. However, there is still early left over in the game's data.
=== Characters ===
Image	Character 	Filename 	Description
 	Topmaniac 	N/A 	In early footage of the game, Topmaniac was shown as a hovering purple Topman with a head that popped up on a metal rod. The original body still exists in the game under the name TogeBegoman.
Parts of the final model indicate that the boss went through another design stage as the texture used for the drill top is for a purple Topman, with the same layout as the other Topman textures. There are also four Topman-style rods that can be found inside the body's model at varying degrees of tiny.
Another interesting texture is used for the narrow metal band around Topmaniac's weakpoint, but only the gray edge of the image is mapped to the model. The large red area, featuring the game's "Pound This" symbol, also goes unused. If the texture was applied to the weakpoint instead of the normal texture that is used in the final game, the UV data would be aligned to the symbol perfectly within the center. Similarly, the texture for the main body features a tiny red version of the symbol that's not used anywhere within the final game, even when applied to different parts of the model.
 	Megaleg (Spare Parts) 	TripodBossSwitch
TripodBossLight
TripodBossLeg3B
TripodBossLeg3C	One of its associated models (for example) is TripodBossSwitch, which is the filename for the the early unused switch. Megaleg's original model and design (BossCrab) also has a switch, so it's likely possible that the switch was carried over from an earlier development part of the game tp then ultimately be scrapped before being revealed in the E3 demo of the game.
Most of the other parts are leftovers from an earlier stage of that final design. TripodBossLight (for example) is a three-beam version of the light that spins around on top of Megaleg's core. The model TripodBossLeg3D is practically identical to TripodBossFootBottom. And the unused models (TripodBossLeg3B and TripodBossLeg3C) are textureless models that would later be combined into TripodBossFoot.
 	Early/Unused Mario Costume	DemoMario	This model has a higher polygon count, a slightly different texture setup, and brighter overalls than the final Mario that's used in the final game. Though it only has two animations, this model is its set of alternate suits where one appears to be an early design for the Ice Flower suit (White and Cyan), while the other is unlike any of the final power-up suits in the game (Brown). It's possible that the brown one was simply another early Ice Mario model, judging by it's filename, but it can very well be a design planned for a different power-up before ending up being scrapped. The gloves of this model are similar to the ones used in the prerendered cutscenes.
N/A 	Chomp's Mouth 	N/A 	Unlike in previous games, Chomps in Super Mario Galaxy can only roll down set paths and bark when the player gets near one (without opening their mouths). However, a closer examination of the different Chomp models reveals that each Chomp has the inside of its mouth and backsides of its teeth fully modeled. Because a separate model is used for the breaking animation, this is never seen in the final game.
N/A 	Monty's Rocky Wrench 	MoguStone	A model for the wrench thrown by Monty Moles, indicating they were originally not going to just throw rocks, like the ones in Super Mario 64.
=== Object Design Changes ===
Image	Name 	Description
N/A 	Stretch Plant 	A Stretch Plant, with is file named "PunchingKinoko". However, it's name file is wrong filename as "Kinoko" translates to "mushroom". Its object name might refer to a cut punching attack.
 	Air Bubble Generator 	A texture for the air bubble generator, that's used throughout the game in many of the galaxies, has an entirely unused half featuring (being a large orange block and a bubble icon). This half of the texture isn't used anywhere on the model and is not used for any purpose in-game. It's unknown what this texture was originally supposed to be used for.
 	Banandelion's True Colors 	Banandelions are large pink flowers with long stalks. However, they only appear pink thanks to special shaders. Hacking the game, the actual head of a Banandelion is orange, which are much like Banandelions in Donkey Kong: Jungle Beat.
 	Blue Power Star 	Power Stars have an unused texture where they were meant to be the color blue in their model. It's possible that it would've been associated with the Blue Lumas, similar to how the Red Lumas are associated with the Red Power Star and Green Lumas with the Green Power Stars.
 	Timed Ground Pound Switch 	When the object is activated, the base of the switch turns from yellow to red by using a strip of that color from the normal Ground Pound Switch texture, which also features a starburst symbol that is not used in the game's model. The symbol on the switch also has a red background that goes unused on the switch itself.
 	UV Wrap Grid in Octoomba Texture	The texture for the Octoomba features a unique oddity that not seen in the textures for the other models: a leftover UV wrap grid in the empty spaces. It's mirrored along the Y axis, suggesting only one side of the texture was drawn up, and then mirrored to evenly wrap around the model. This was possibly used as a placeholder
== Leftovers ==
=== Super Mario Sunshine ===
Some models from Super Mario Sunshine still exist within the game's files.
* SunshineMario: N/A
* PeachHair: N/A
* CursorB: The dialogue indicator, when interacting with characters. Its animations are surprisingly still intact.
* FruitsboatB: The unused boat from that game somehow made it's way into the game's files
File:SMG-CursorB.png
File:SMG-FruitsBoatB.png
=== Donkey Kong: Jungle Beat ===
Both this game and Donkey Kong: Jungle Beat were developed by the same branch of Nintendo EAD, with some of the models having their file names changed. This indicates that the developers were possibly intending to use them in some way as they did with the springy Creeper flowers. All of their associated animations and files are still intact.
Image	Filename 	Name 	Notes
 	Bucky 	Bat enemy 	
 	Bee 	Bee enemy 	It's similar in design to the Choppah enemy for Super Mario Galaxy 2.
 	BlackMistCreature	Cactus King/Ghastly King	The body for the final boss of the game, with an exception the head. The model's original name is FinalKong, leading that the developers had something planned for this model. It only has the animations from his action directory file.
 	CocoPig 	Pig enemy 	
 	CrestModel 	Crest 	The item the player collects for every kingdom at the end.
 	FlameGun 	N/A 	A marble statue with all almost everything intact. As the filename implies, it attacks with fire-breathing. It has animations for looking around, hopping in excitement, and leaning forward to shoot a stream of fire. It has a surprising amount of bones for a statue, and its ears will flop around as it moves its head about. Its shading style is similar to that of some of the other models here, but unlike them, all of the shading is done through vertex coloring rather than textures.
The enemy can be spawned with hacking, and it still functions to some degree. It continually cycles between looking around and blowing invisible fire, never moving from its spot or reacting to Mario at all. Touching it causes Mario to react the same way he does to fire and lava. Looking how far in development the enemy is, it was possibly scrapped late during development.
 	NeckDragon 	N/A 	The dragon-shaped transport tubes, which are seen in some stages of that game. The model's original name is OnlyHead and the archive of it is smaller than the original by 5 KB due to the removal of some extra textures.
N/A 	NoteFairy 	Fairies 	The little fairies that float around Donkey Kong while he has a combo going. The model's original name is Fairy. Though this object is used in the game to control the appearance of the colored music notes, the ObjectData file itself does not seem to be used.
N/A 	PigPoppo 	Hawg enemy (one of many)	The archive here is smaller by 20 KB due to all of it's files being removed except for it's running animations.
N/A 	RushAirFish 	Puffer Fish 	The puffer fish enemy that's seen in stages with water in it. The model's original name is NeedlePoppo. The archive here is smaller by 22 KB due to all of it's files being removed except it's idle and puffing animations.
N/A 	SpringFlower 	Flower Spring 	A flower that launches Donkey Kong into the air.
 	ThrowKikki 	Monkeys 	The helper monkeys that hang from tiny trees and throw Donkey Kong around.
N/A 	WindMouth 	N/A 	The mouth-shaped plants that blow air to push Donkey Kong around while the player is parachuting.
== External Links ==
Super Mario Galaxy on The Cutting Room Floor.
Category:Beta elements