Unused Level Settings Values#
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To do:
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Some levels have settings in the level header that aren't made use of in the level. Note that its possible that meanings of the values may have changed since they were enabled in the level.
General:
- Areas seem to have the stage timer set to 300 by default, even though the game doesn't use this value unless the start or midway entrance is located in that area.
- There are some duplicate sound sets:
- Sound set 7 has these duplicates: 0, 10, 15, 19, 21, 30
Level-specific:
- World 1-1 Area 1 (i.e. main) and 3 (underground) has this stage object set enabled: "Pipe Enemy Spawner"
- World 1-1 Area 2 (i.e. sky bonus room) has the tileset set to Sky, but doesn't use any tiles from it.
- World 1-2 Area 1 has these stage object sets enabled: "Pipe Enemy Spawner", "Buzzy Beetle, Spike Top, Amp". In an early screenshot, Buzzy Beetles can be seen in this level.
- World 1-2 Area 2 (i.e. aboveground area) has the stage timer set to 500. The start area has it set to 400.
- World 1-3 has these stage object sets enabled: "Pipe Enemy Spawner", "Pipe Piranha", "Hammer/Boomerang/Fire/Sledge Bros.", "Lakitu", "Spiny, Bullet Bill", "Four Platform Rickshaw Lift, Swinging Vine, Defunct Objects"
- World 1-Tower has these stage object sets enabled: "Buzzy Beetle, Spike Top, Amp", "Spiny, Bullet Bill", "Unused Bouncing Blocks, Defunct Object", "Broozer"
- World 1-5 has these stage object sets enabled: "Pipe Enemy Spawner", "Pipe Piranha", "Chain Chomp", "Lakitu", "Spiny, Bullet Bill", "Four Platform Rickshaw Lift, Swinging Vine, Defunct Objects"
- World 1-Castle has these stage object sets enabled: "Broozer"
- World 1-A Area 2 (i.e. underwater section) has the sound set value 10.
- World 3-B Area 2 (i.e. the subarea) has the main underground tileset enabled, and the defunct stage object set 10-7 enabled.
- World 4-3 Area 2 (i.e. underwater area) has the defunct stage object set 5-4 enabled.
- World 4-4 Area 2 (i.e. mini mario bonus room) has these stage object sets enabled: "Arrow, One-way Gate"
- World 5-2 Area 2 has these stage object sets enabled: "Wavy Goo", [todo: Platforms 3]
- World 6-2 Area 2 has these stage object sets enabled: defunct stage object set 5-4, "Grounded Piranha Plant", [todo: Platforms 1], "Burner, Ball 'N' Chain", "Scale Lift" and has sound set 56 enabled (Swelling Tube). Its possible that this area was based on World 2-6 Area 2 (the autoscroll area), as some stage object sets, the sound set are the same, and the One-Direction Lift setup is similar.
- World 6-Tower 2 Area 2 (boss area) has these stage object sets enabled: "Wavy Goo"
- World 7-5 Area 2 has these stage object sets enabled: [todo], "Rope", [todo]
- World 8-3 Area 2 (underwater area) has the defunct stage object set 5-4 enabled.
Misc.#
- World 4-A Area 2 (the underground section) has the lighting mode set to the one usually used for Castle/Ghost House levels.
Objects#
World 1#
1-Castle#
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Unmodified |
Three Objects Removed |
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There is a large instance of the unused grey brick object behind an instance of the equivalent green brick object and some related objects.
(Source: Original TCRF research)
World 2#
2-Castle#
For some reason, the ? Switch at the end disables the three Spike Balls above the third Star Coin from spawning while it is active.
World 3#
3-1#
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This needs some investigation. |
- T Switch with target flag set to 1 and some weird settings, out of bounds. But nothing else uses that flag in the level.
- The P-Switch activates flag 44, but there is no sprite set to watch for that flag in this level.
(Source: Original TCRF research)
3-3#
The third Star Coin, which is in the room with lots of Bloopers, activates flag 30, but there are no sprites set to watch for that flag in the level. Maybe the Bloopers were to be triggered to appear by the flag?
(Source: Original TCRF research)
3-A#
There is another Goal Flag outside the view, present in the level file after the used Goal Flag instance.
(Source: Original TCRF research)
3-C#
The P-Switch activates flag 1, but there are no sprites set to watch flags in the level.
(Source: Original TCRF research)
World 4#
4-Ghost House#
The P-Switch in area 1, the ! Switch in area 1, and the P-Switch in area 2 activate flags 1, 2, and 3 respectively, but there are no sprites set to watch any of these flags in the level.
(Source: Original TCRF research)
4-A#
There is a World Map Hammer Bro. spawning point at the start. Only Worlds 5 and above have Hammer Bros. on the world map, so it can never show up.
(Source: Original TCRF research)
World 5#
5-B#
The second Star Coin activates flag 2, but there are no sprites set to watch flags in the level.
(Source: Original TCRF research)
World 6#
6-4#
The ! Switch activates flag 1, but there are no sprites set to watch flags in the level.
(Source: Original TCRF research)
6-Tower 1#
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Unmodified |
Two Things Removed |
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There is a Mini Pipe behind the pipe in the Star Coin room. It requires many precise wall jumps to reach this room without a Mini Mushroom, so it may have been deemed pointless to have a Mini Pipe too.
(Source: Original TCRF research)
6-6#
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To do: |
In the final room are a bunch of coins above view that look like they would be collected from being fired by a Pipe Cannon, but the cannons don't fire high enough. Cannons fired higher in the E3 2005 demo. This area above the level may have just been used a scratchpad, however.
(Source: Skawo)
6-A#
There is some quicksand above the blocks in the underground room with the Big Piranha Plant. Some of it can be seen in the Nintendo Dream guide book for the game.
(Source: Original TCRF research)
6-B#
There is a Goal Flag below the Checkpoint Flag, far below view. It is in the level file before all the other sprites.
(Source: Original TCRF research)
World 7#
7-1#
There is an otherwise-unused tileset object version of the squishy cloud platform (as opposed to an actor that uses a texture) outside the view.
(Source: Original TCRF research)
7-3#
There is a duplicate "Hammer Bro. from map" sprite well below the first room.
(Source: Original TCRF research)
7-Ghost House#
The second Star Coin, which is in the room with the ground-poundable goo, has its defunct "target flag" setting set to activate flag 3. Maybe the Star Coin was to make the exit door appear, instead of the ? Switch? In the final level, flag 3 is used by the ? Switch in the entrance room to make the doors in that room appear.
(Source: Original TCRF research)
World 8#
8-Tower 2#
Above the second Star Coin is a "Flag Controller - Location Based", which is a sprite that activates a flag based on the status of the player and/or enemies. It is set to activate flag 1 if the player enters location 0, but there are no sprites set to watch that flag in the level, and there is no location 0 in the level.
(Source: Original TCRF research)
Mario vs. Luigi#
Grassland#
There is a Big Star with ID 0 in between the pipes. Only Stars with IDs 1 or above actually spawn.
(Source: Ndymario)
Pipes#
Below the view is an upside-down Pipe Piranha Plant. There are no upside-down Pipe Piranha Plants in the used part of the level.