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Talk:Super Mario Sunshine/Archive 2

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Unused Yoshi Colours - for article

http://www.x-cult.org/games/92/Super_Mario_Sunshine/562/Proto_Yoshi_Leftovers/ Green seen in old screen shots --Hiccup 11:56, 4 July 2013 (EDT)

Green isn't really unused; Yoshi reverts to the green palette upon death. It's visible in game if not entirely obvious. You can also watch the memory address for Yoshi's type and see that it drops to 0 (green) before he disappears. The others beyond, I'm not sure about; it might just be the game reading palette data from outside of the proper Yoshi palette area. Someone would have to actually check.
Other than that, it's probably worth noting that those codes make Yoshi crap, since you can't tell how much fruit is left when he just has "water" and he can't destroy the sludge. This has no real relevance to TCRF, it just makes gameplay suck. My hackish solution was to rewrite the palettes for the normal Yoshis (Gecko, but should work converted to AR):
0439F938 40A124FF
0439F93C 40A124FF
0439F940 40A124FF
This way, he's always green, but his stomach contents properly reflect the fruit he's been eating and work the way they're supposed to. — Vague / Rant 12:24, 4 July 2013 (EDT)
Actually, those three gray colors are interesting. From what I can see, they look like super grayed-out versions of the three main fruit colors, orange, pink, and purple, in that order. Now of course, it will take some investigation to determine if those really are legitimate defined colors or not, but it would kinda make sense if Yoshi turned gray (instead of green) when it ran out of its super colorful juice. Without looking into it, we can only speculate, but I think this may actually be something here. --Peardian 13:19, 4 July 2013 (EDT)
When Yoshi falls in water or you dismount him in shallow water, he turns those greyed-out colors then turns green before turning into bubbles when he dies. --CeilingFan (talk) 14:54, 20 July 2016 (EDT)

Best SMS forum?

(Archived discussion. Do not reply. Direct all further responses to here.)

I have a question related to Super Mario Sunshine that I think would better belong on a forum. Problem is, I don't know any good ones. Bianco Hills is divided in half by a white wall. It has two openings, one blocked up by a gate in Episode 1, and another opening for the waterwheel. Where is the filesystem location of the BDL file of the gate blocking the main doorway in Episode 1? --Jimbo1qaz 20:22, 12 July 2013 (EDT)

And why does the windmill turn out to be black and white in BMD Viewer 2? Where are the "wood" textures? --Jimbo1qaz 01:41, 13 July 2013 (EDT)
I'll answer it this time, but for questions like this, I recommend asking it on the forum instead of the wiki. Every area in Sunshine is self-contained in its own archive, meaning the bianco0 archive contains every model needed to load the level, including enemies and common items. Within the archive, everything that isn't part of the world or an enemy/character of some kind is put in a folder of common map objects, which includes everything from water bottles to coins to specific level props. As for why it looks black and white, Sunshine saves space by having a lot of textures be stored in a different location and only having a placeholder texture on the model. Unfortunately, I have no idea where these textures are usually located. Your best bet is to just grab it with Dolphin. --Peardian 12:42, 13 July 2013 (EDT)
WHAT FORUM??? I am disappointed in your inability to find one relevant sentence describing my main problem, out of two dense paragraphs of raging. --Jimbo1qaz 12:47, 13 July 2013 (EDT)
Peardian wasn't raging. He just answered your questions. Besides, you never specifically asked for someone to find you a forum. "Problem is, I don't know any good ones" doesn't suggest a question at all.
If you're asking what forum Peardian was referring to, it's Jul, which can be found at http://jul.rustedlogic.net/forum.php?id=12 . -Gamma 12:53, 13 July 2013 (EDT)
My own raging. --Jimbo1qaz 13:23, 13 July 2013 (EDT)
And is the UV mapping "intact" if I just replace the texture with the correct one, or will I have to redo the texturing myself? (slams head on table as hard as possible) --Jimbo1qaz 13:33, 13 July 2013 (EDT)

"The Prosecutor" cutscene YT video

I'm assuming the poster of the video accidentally changed his videos to private when YouTube recently prompted all users to switch to Google + username, or something like that. (It was a bitch to change on my part.) Can someone contact the uploader? I can't find his username. If not, then someone will have to find an alternate video to embed, as we can't have a private video on this page. :P Robotortoise 16:33, 24 August 2013 (EDT)

Fun Facts from the Map Guide

The tiny tourist guide images included in the Map Screen contain actual English text. For example, the apparent tagline of Delfino Air Lines is "Take off the world." as seen in the image for Delfino Airstrip. The most interesting one I've found so far is the text in Pianta Village's, which says that the seemingly random gibberish that the Piantas usually utter when you talk to them is actually their way of saying "hello" and even gives the spelling for the word. They even use it elsewhere in the pamphlet (in Ricco Harbor) in the same way you'd see "Aloha" in a Hawaiian tour guide pamphlet. I can't make out all of the letters, but it seems to be spelled "Oldemasenandama".

If anyone excels at reading 3-pixel-tall text, or at least wants to give interpreting it a shot, I ripped the graphics. It's probably impossible to read most of the text, but who knows, we may be able to find something neat! --Peardian (talk) 13:31, 4 October 2013 (EDT)

It might sound insane but i think i can see what some of it says. I'll write it here once i'm certain what they say. SamuelEarl666 (talk) 04:55, 5 October 2013 (EDT)
You might want to join the discussion on the fourm. http://jul.rustedlogic.net/thread.php?id=16548 . --Hiccup (talk) 05:50, 5 October 2013 (EDT)

This isn't unsused is it?

https://www.youtube.com/watch?v=Vrs5vmqgRoY .--Hiccup (talk) 05:12, 12 October 2013 (EDT)

Kinda hard to tell when they don't even provide a code. --BMF54123 (talk) 05:53, 12 October 2013 (EDT)
"you made the game think you were in one of those underwater levels like red coins in a bottle" -- Pie-jacker875 on the comments section. I'd be willing to bet that that's what this is. Guess there's nothing to see here. {EspyoT} 08:06, 12 October 2013 (EDT)

Enemy Names?

Should enemies (like the living goop blobs) be called their prima guide name - Swoopin' Stu (which might be unofficial), their Japanese internal names or just goobles/goopies/goop blobs - or whatever? --Hiccup (talk) 14:57, 5 November 2013 (EST)

I don't know much about Prima Guides; I hear everywhere that they're unofficial, but most guides I've seen use overview images or 3D images that show stages and levels of various games in great detail. Unless they made those images/models by hand, they must've gotten them from the company, which means the names they give stuff sometimes must be "official". Still, I'd go with the internal name. It's the most confirmed name possible, so far, and it also adds the bonus of letting people know what the internal name is, which is sometimes an interesting tidbit (and helps people that want to make researches of their own). {EspyoT} 19:02, 5 November 2013 (EST)
In Mario Golf: Toadstool Tour, every tournament has a scoreboard. These scoreboards are full of a bunch of different names, ranging from various Mario game references to what are likely developer nicknames, and also including the official name of almost every enemy in Sunshine. This is where I learned names like Phantamanta and Proto Piranha. One of these names was also Gooble , which coincides with the name I had come up with ("goo" + "bubble") for them earlier, since the official Nintendo Power Player's Guide never says their name. I really don't like the name "Swoopin' Stu" for them for two reasons: 1.) they don't resemble Strollin' Stu in the tiniest bit, despite having similar internal file names, and 2.) they don't do any "swooping", or anything even close to swooping. If anything, the name "Swoopin' Stu" is supposed to be for the winged version of Strollin' Stu, seen in only one platformer stage. Also, for future reference, MarioWiki is not a very solid source when it comes to names. --Peardian (talk) 19:56, 5 November 2013 (EST)
In case anyone is curious, you can see the name in the tournament scorecard for Lakitu Valley, along with Glorpedo (the rolling goop bombs from Noki Bay), Chomplet, and Skeeter. --Peardian (talk) 00:07, 6 November 2013 (EST)
I agree Gooble sounds better and more appropriate than Swoopin' stu. I think they should maybe be a section on internal names (especially the relations to the "HinoKuri2" enemy). --Hiccup (talk) 03:03, 6 November 2013 (EST)

shine get

Am I blind or is the one most famous change from Japanese to English missing on the page? -- Sheeza (talk) 15:01, 20 November 2013 (EST)

...It's not just you. Wow! {EspyoT} 09:58, 21 November 2013 (EST)

debugout.txt

I found a file called debugout.txt. I don't know for what that is... The preceding unsigned comment was added by DiingelKek (talk • contribs)

debugout.txt is something that BMDView2 leaves behind after you view a model. Don't worry about it, it doesn't belong to the game's files. {EspyoT} 07:45, 28 December 2013 (EST)
Thx. i don't have BMDView.. my friend sent me the file and cause of him i thought it was something special :( The preceding unsigned comment was added by DiingelKek (talk • contribs)

Beta Debug Menu

This Here is really Interesting. The only thing which "Test map 2" does is showing a little level preview.. What do you think about that?{DiingelKektalk} 16:37, 3. January 2014 (EST)

That would be the THP movie for the level previews that are used in game. Basically those little portals with the M symbol play a cropped version of that for the specific level and then it overlays the pattern. Nothing to see, move on. NWPlayer123 22:51, 4 February 2014 (MST)

Japanese signboard text

SMSsignJP.png

I tried to figure out what the signboard texture says, here is my attempt:

This isn't graphics
lost a little work.
Ready? 1....+....1
I hope you will die.

Just an attempt, probably isn't perfect. Kinkzoz (talk) 19:30, 10 January 2014 (EST)

---

Mine:

This isn't gonna
???
Ready? 1..2..3.
There you ???

--GlitterBerri (talk) 19:34, 10 January 2014 (EST)

Hmmmmmmm...

This isn't gonna
last a little while.
Ready? 1..2..3.
There you ?? go

Teamwork! Kinkzoz (talk) 19:43, 10 January 2014 (EST)

Missing Stage Select Screen Code

I (SuperMarioSunshineBeta) will release my code to access the menu in few days :D What do you think about it? Do you like that? Pls answer :) {DiingelKektalk} 16:59, 17. January 2014 (EST)

Anything that will help improve the wiki is much appreciated! Thank you for your work on helping us out, it will sure be very interesting to see what lies on the menu. TempleofDreams (talk) 19:09, 17 January 2014 (EST)

I think you should give proper credit. This code is definitely not your code, it was made by me and originally posted on GSCentral board on August 3, 2012. --Ralf (talk) 19:50, 5 February 2014 (EST)

1st. I don't know you or GSCentral 2nd. You aren't the only guy on this earth -.- I put u in the description, does this makes u happy? --DiingelKek (talk) 11:50, 7 February 2014 (EST)

AudioDebug?

I (SuperMarioSunshineBeta) could actually activate something like an AudioDebug Mode.. but it says something like DO NOT USE WITH REAL GAME! hmmmmm.. i don't know what it can/does but ill find it out next time when i use it again ^^ {DiingelKektalk} 21:32, 18. January 2014 (EST)

I'm interested, please expand. --Hiccup (talk) 04:31, 26 January 2014 (EST)

Hmm.. if i can get it work on my Computer, then ill use it on one of my game cubes (its not so bad if it breaks my Gamecube) --DiingelKek (talk) 11:31, 30 January 2014 (EST)

Why would it break your GameCube? It has no internal memory to break. --Hiccup (talk) 11:57, 30 January 2014 (EST)
Yea thats right… hmm but why is there a Warning ("DO NOT USE WITH REAL GAME!") ?? --DiingelKek (talk) 13:18, 30 January 2014 (EST)

Helicopter?

We all know there's a helipad in Rico Harbor, but in the files for episode 4 (and maybe others), theres a green helicopter with a mushroom emblem on it. The file is saved as ricohericopter.bmd. The preceding unsigned comment was added by Hinokari (talk • contribs)

Hmm! Is the Helicopter unused? if yes, then ill import the model into Delfino Plaza so we have a better look on it :)) --DiingelKek (talk) 09:59, 31 January 2014 (EST)
The helicopter is used in Episode 8. --Peardian (talk) 18:56, 31 January 2014 (EST)
It's used: http://www.mariowiki.com/File:Shadow_Mario_Revisited.PNG --Burb
I also found a seemingly unused image of text that reads 'Mario" in the game_6.szs file in the folder timg. I'm not sure how to upload the image though. It's saved in game as mario_text.bti. And on a side note, someone should really look into the four unused Corona Mountain levels. It seems like at some point (based on the evidence I've seen), Corona Mountain was going to have it's own set of levels just like any other city. The four levels are most likely placeholders because the maps are blank, and the sky and objects seem to be duplicates of other "ex" levels. However, someone should check if the enemies and objects actually do duplicate other mini-games, or are unique to corona mountain.The preceding unsigned comment was added by Hinokari (talk • contribs)
The Mario text is what displays over his head icon in the life counter. As far as the levels go, there's nothing really to check. The are no more extra level files to explore, and we can only speculate what the entries on the debug menu were supposed to do. Also, all of "Corona's" bonus rooms are the ones for Delfino Plaza itself. It certainly seems to imply something, but again we can only speculate. --Peardian (talk) 22:21, 31 January 2014 (EST)

Missing Stage Select Menu Code (released)

Finally released here for more Information :) Code --DiingelKek (talk) 08:26, 1 February 2014 (EST)

The stage select sounds a lot like the level selects present in the Interactive Demos. Too bad the video doesn't actually show the stage select screen, just text. -nensondubois (talk) 18:09, 2 February 2014 (EST)

Just checkout the channel. there are many videos of it :) --DiingelKek (talk) 07:07, 3 February 2014 (EST)

Airport Oddities

If you go to either of the airstrip maps, and look directly above the door of the building, there is a room in the sky (same principle as the raccoon hut). (This is not visible in game, use bmdview to look at it.) When entering, it seems to be a much more finished version of the room that already exists below, but I'm definite that this can never be used in game. Can someone else check this out for me? (It appears in NTSC & PAL versions) The preceding unsigned comment was added by Hinokari (talk • contribs)

You're right! I always ignored that room when I looked at the model because I assumed it was used, but it definitely has details and lighting not seen in the final. In fact, the room is lit up, whereas the final room is dark. I also found another oddity. There are actually three versions of the airstrip. Both airport0 and airport1 are instances of the opening, while dolpic_ex0 is the Red Coin collection version. The only difference is that airport0 has the standalone FLUDD model, meaning it is likely the used one. --Peardian (talk) 17:37, 2 February 2014 (EST)
I think the next thing we need to do is somehow load Mario into that room. From the map, we can only see the room's geometry, and not objects. Loading the objects in the room may lead to discovering what the actual purpose was. --Hinokari (talk)
There is a super mario sunshine level ".bin" editor that may be able to do that, as well as spawn unused objects. --Hiccup (talk) 02:59, 5 February 2014 (EST)
Sigh. I loaded Mario into the room. Excluding the doors, the entire room is invisible, and there are no objects. (The doors are the turbo nozzle doors; which are the same as the ones in the actual building). Hinokari (talk)
I found something! While yes, there's nothing in the room in the intro version aside from the doors, the version for the Red Coins actually has stuff in it! And it's weird, too. The doors are linked to the main map counterparts. If one is broken, they are both broken. Also, I think ``airport1`` is the map it loads after the FLUDD cutscene. Why have two whole copies of the map just for that? Who knows. --Peardian (talk) 13:55, 9 February 2014 (EST)

Incorrect article on main page

The "Corona Mountain Level Banner" is fake. It was made by a fan, and is nowhere in the game's files. Level banners are created using bti's of individual letters. A blo file pieces them together. After looking though the file in guide.szs that calls upon these letters, Corona Mountain was not present.

Sorry :( The preceding unsigned comment was added by Hinokari (talk • contribs)

Where are you getting this information from? Because I ripped the graphic from the game's files myself. --Peardian (talk) 01:03, 4 March 2014 (EST)
What's the file directory for it then? It doesn't seem to be anywhere. (talk)
It's in guide.szs, the same place as all the other level banners. If you didn't find it, you weren't very thorough. Their file names make them stick out easily. --Peardian (talk) 00:13, 7 March 2014 (EST)

Marble theory

Hello while watching a video of the final boss fight, i noticed what appears to be the marble coming out of the green goop, infact one of them even opened a mouth as it seems, there wasn't any marbles when the green goop came out of the pool when groundpounding the meteor circle thing, so the marble could just be that, also making alot more sense to be in the boss fight, i still don't know what the mouth is. Klemen702 (talk) 10:28, 2 April 2014 (EDT)

I watched a video of it again and... I don't see what you're talking about, and the marble certainly doesn't have a "mouth" to it. Can you link to the video you saw it in? --Peardian (talk) 23:01, 4 April 2014 (EDT)
Just a little note that this is gameplay of an LP sou you might want to turn the audio off while clicking this link beacuse it takes you right at the second i saw it, the mouth thing is at the edge. Link: www.youtube.com/watch?v=xDGK8VTUP2M#t=2110 Klemen702 (talk) 11:10, 5 April 2014 (EDT)
I just went through the boss fight in an emulator (beating him with a keyboard is not easy) and can confirm that the "ball" model is not loaded at all during any point of the fight. Whatever you're seeing in that video must be either a reflection or video artifact. I was going to say it could be a bubble, but the tub water doesn't have any bubbles because it uses the dynamic physics stuff, which wouldn't be good for the usual particle-based bubbles. --Peardian (talk) 14:28, 5 April 2014 (EDT)

Parameters?

So while looking up parameters i found some strange keywords. But i'm also curious that all of it is in English:

---------------
Chestnut Ham ? Manager
Unknown STRING (Sidenote: This string, int, and float are all C# and C++ syntax :D)
Unknown INT
Unknown INT
Unknown FLOAT
---------------
Poison Chestnut? Manager (Two kinds of them?)
Unknown STRING
Unknown INT
Unknown INT
Unknown FLOAT
----------------
Viking
X FLOAT
Y FLOAT
Z FLOAT
Pitch FLOAT
Yaw FLOAT
Roll FLOAT
Unknown FLOAT
Unknown FLOAT
Unknown FLOAT
Unknown STRING
CRASH INT
Model STRING

The preceding unsigned comment was added by ‎Mad Hatter (talk • contribs)

I know "Viking" refers to the swinging ship ride in Pinna Park, nothing special. I'm sure "Chestnut" refers to the various Stu enemies in general, and Hamukuri is the name for the plain one. The goop bubble enemies could fit the description of poisonous, but those guys (Namekuri) have their own manager called NameKuriManager and their name doesn't mean poisonous. I don't think there's really anything here, but it would be worth at least messing with the Poison Chestnut Manager to verify what it does. --Peardian (talk) 13:54, 10 May 2014 (EDT)
HamuKuriManager and NameKuriManager were incorrectly translated in the SMS Bin Editor as "Chestnut Ham ? Manager" and "Poison Chestnut? Manager", respectively. --CeilingFan (talk) 17:36, 9 July 2016 (EDT)

Fruits

US Japan
Mariosunshine-fruitUS.PNG Mariosunshine-fruitsJP.PNG

Can someone add this (and replace the images) if it is indeed a regional difference? -Einstein95 (talk) 16:13, 29 June 2014 (EDT)

Yep, it's true. I'll add it. --Peardian (talk) 23:26, 29 June 2014 (EDT)

100 coins on Test level

I uploaded a video of 100 coins on the test map and what would happen. Video To get 100 coins you just have to collect the one coin next to the spawn point, then you have to "exit the area" and while loading go back to the test map to get that one coin again ^^ The preceding unsigned comment was added by DiingelKek (talk • contribs)

That's one way to do it. Using a cheat code to start with 99 coins would work, too. Either way, it proves that the test map doesn't have a spawn location for the 100-coin Shine. Kinda disappointing, but I guess that should be expected. --Peardian (talk) 13:30, 3 August 2014 (EDT)

I may have a theory here...

Before I explain, I have absolutely NO evidence to support this theory, but I thought it was worth discussing.

You know the early level that comes with the unused pollution map for the Casino in Hotel Delfino? Its page description says that the early level resembles Hotel Delfino and Sirena Beach, but I actually think it may be an early version of the scrapped level "Hotel Lacrima." Even though I don't have any concrete evidence to support this, I noticed that the structure in the middle of the stage isn't quite the right shape for Hotel Delfino, but it definitely looks like a platform that would hold some type of structure, making me think that it was meant for a similar building or hotel.

Another aspect of the map I noticed was that it the area surrounding the platform doesn't look like it belongs to a beach. In fact, judging by the sharp corners and rectangular gaps on the lower portion of the map, I would guess that it was originally meant to belong in a residential area like Delfino Plaza. The gaps look as though they were meant to have buildings placed in them, whereas Sirena Beach doesn't have any structures or gaps that could hold buildings. I'm not entirely sure what the circular gaps were meant for, but perhaps they were for Shops/Stands like the ones found in Sirena Beach.

Is there any code in the game, aside from the level select, that references "Hotel Lacrima?" Or, is there any code that references this early level?

This is only a theory of mine, and I'm probably completely wrong about this, but I thought it was worth posting here. --InquiringGamer (talk) 13:16, 6 August 2014 (EDT)

There is no evidence to support it either way. You're right in that what little of the map we can see is radically different from the final map of Sirena Beach, but that's just how game development can be. Just look at how Delfino Plaza looks now compared to in the first reveal trailer. The holes could be anything from pools to bushes to buildings or towers. Also, notice that the pollution map indicates the affected area is just a small portion of the map. We really have no idea what the level looked like at that point, or even when the file was created. The main reason we're assuming it's Sirena Beach is because of the central structure and it being included with the hotel's casino. For all we know, it could actually be a part of the original Delfino Plaza. All we can really do is just speculate, and that doesn't get us anywhere.
As far as Hotel Lacrima goes, the only thing remaining in the game of it is the text for it in the Japanese version. It was cut very early in development. --Peardian (talk) 16:12, 6 August 2014 (EDT)
I see! I misunderstood the article. I didn't realize that the stage was only a small part of the map, and that the actual level was much larger. I thought that it was the entire level.
Sorry to bother you. ^^' --InquiringGamer (talk) 09:39, 7 August 2014 (EDT)
It may actually be an early version of Hotel Delfino --CeilingFan (talk) 17:56, 6 July 2016 (EDT)

Well, i can only say that (in the beta level select menu) are 2 Hotels.. One is "Hotel delfino" and the second level is called "Hotel Lacrima". In the beta version of "Hotel delfino" there are few strange names listed.. like "13 EX 3", "Park 6", "Park 7", "Hotel 4". Maybe it's just mixed up... --DiingelKek (talk) 03:24, 7 September 2014 (EDT)

Try not to use Beta, please. LinkTheLefty (talk) 15:50, 16 October 2014 (EDT)

Weird link

In the "Early Bianco Hills" part of Pollution maps, there's a link to early screenshots. But the link redirects to a completely different picture (http://imagizer.imageshack.us/v2/150x100q90/905/aMES7Y.jpg).

Can somebody correct the link please?

Thanks,

S0r00t (talk)

Hmmm, I didn't think Imageshack reused links, but I guess they've started. Either way, the image should be uploaded here due to its relevance. The screenshot in question shows Mario standing in an early version of Bianco Hills with black-and-blue goop in the distance. --Peardian (talk) 14:57, 1 November 2014 (EDT)
Done. (File:Ss_ms_pre12.jpg) --CeilingFan (talk) 18:04, 1 July 2016 (EDT)

"Full" translated presentation of Super Mario Sunshine (Temporary)

video But does what he says also mean that the videos and images of the "spaceworld2001" version shouldn't exist?

and what do you think about it? --DiingelKek (talk) 04:07, 7 December 2014 (EST)

regional differences

I don't have so much time right now but I heard somewhere, there are some little differences that don't seem to be on the main page yet. The Eel dentist mission is different between JPN and PAL, PAL seems to have less damage invincibility after clearing a tooth or idk... and PAL's Ferris Wheel in Pinna was said to be slower... I thought it's good to post these here so someone can add those to the main page later if confirmed. --Mugg1991 (talk) 18:55, 11 January 2015 (EST)

Hidden Rocket Nozzle

[1] Looks like there's a hidden rocket nozzle in one of the buildings in the Plaza. {EspyoT} 10:05, 19 April 2015 (EDT)

Graphics for Name Select?

I had Dolphin dump the textures of the file selection area of the Japanese version, and it came up with graphics that look like they could be for a name selection screen. They include a complete hiragana and katakana set, all capital English letters, some lower case letters, numbers, and various other symbols. On top of that, there are a handful of kanji mingled with them, when the Japanese version doesn't use kanji (at least, not on the file select). Is there a scrapped name select? Or is this for the speech text?

-- SpiritixSwampert.gif Spiritix (talk) 23:23, 25 July 2015 (EDT)

I think that's just the game's font. I don't really know if all of the characters are used, but you can see the word "NEW" in English on the blocks. I imagine they probably just made the complete sets as a "just in case" thing. --Peardian (talk) 21:39, 26 July 2015 (EDT)
Actually, there's something about it I just noticed. If you look at the button icons, you'll see they're almost all squares (with C being a circle) whereas the US version has buttons that more closely resemble the buttons' shapes on the controller. --Peardian (talk) 22:14, 26 July 2015 (EDT)
Huh... Indeed the buttons have changed shape... I guess we can chalk that up as a regional difference at least. I'll have to play through the Japanese version and see if I can find any kanji...-- SpiritixSwampert.gif Spiritix (talk) 23:43, 26 July 2015 (EDT)