the cutting room mirror

Unused Parameters

This is a sub-page of Splatoon 3.

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: Add videos for each of the parameters in action that can be used (not MainEffectiveRangeUp, obviously).

Splatoon 3 has various unused parameters left in the data of the game, ranging from simple parameters left in during development to entirely cut parameter sets of features or even characters that were likely cut or heavily altered during development.

Main Weapon Range Up Gear Ability#

An unused parameter type left in the files, listed as spl__PlayerGearSkillParam_MainEffectiveRangeUp in full.
Certain classes also have their own version of Effective Range Up, with Sloshers and Brushes having a different parameter set for both (internally suffixed with _SlosherAndBrush), alongside Splatlings having a completely unique parameter (suffixed with _Spinner).
While most weapons do have a blanked out parameter for the gear ability, various weapons have some numerical data left over in the weapon's parameter file.

Weapon

Data

Notes

Painbrush

BaseDistance: 10.5

Seems to be copied over from Octobrush.

Inkbrush

BaseDistance: 12.5

Octobrush

BaseDistance: 10.5

Carbon Roller

Mid: 0.37

It's unknown what "Mid" means in the context of this parameter.

Dynamo Roller

High: 1.57, Mid: 0.89

It's unknown what "High" and "Mid" means in the context of this parameter.

Splat Roller

High: 0.7, Mid: 0.49

It's unknown what "High" and "Mid" means in the context of this parameter.

Big Swig Roller

Mid: 0.37

It's unknown what "Mid" means in the context of this parameter. Seems to be copied over from Carbon Roller.

Bloblobber

BaseDistance: 14.0

Grizzco Slosher

BaseDistance: 20.0

Oddly has a value unique to any other Slosher, despite never meaning to be used in Versus.

Tri-Slosher

BaseDistance: 11.5

Dread Wringer

BaseDistance: 14.0

Seems to be copied over from Slosher.

Sloshing Machine

BaseDistance: 14.5

Slosher

BaseDistance: 14.0

Explosher

BaseDistance: 20.7

Ballpoint Splatling

ValidMinCharge: True

Oddly seems to be a Boolean value, something that is never seen on any other parameterized gear ability.

Nautilus 47

ValidMinCharge: True

Oddly seems to be a Boolean value, something that is never seen on any other parameterized gear ability.

Grizzco Stringer

High: 1.5, Low: 0.0, Mid: 0.75

The most odd case out of all the weapons. Not only is it the only Stringer to have a parameter set, it's a Grizzco weapon, meaning it's never meant to be seen in Versus.

Notably, the Tri-Stringer and Splatana Stamper's Alterna variants do have data for the gear ability, implying that they were added in later than most other weapons.

Stringer Trajectory Tracers#

The Stringer class has an unused projectile tracer that can be reimplemented by enabling IsShotGuideEnable.
The Grizzco Stringer's version of the projectile tracer looks to be unfinished. The last 3 projectile tracers seem to be incomplete, as they linger where the shot is fired alongside the 7th tracer becoming a dashed line and the 8th tracer strangely pulsating in color.

Watch on YouTube

Leftover Tri-Stringer Charge Hold#

Internally, the Tri-Stringer has a set of parameters that can be used as a charge hold, similar to REEF-LUX's charge hold in the final game.
This can be seen in an early Nintendo Switch OLED trailer, where the Tri-Stringer both sustains a charge hold and lacks explosions on the end of it's arrows, making it function more similarly to a REEF-LUX 450.
Despite these parameters existing, the full charge hold is edited to only last 1 frame, causing the charge hold to be practically unused. Re-enabling it simply causes it to function as normal.

Internal Name

Data

KeepChargeFullFrame

frame 1

KeepChargePreDelayFrame

frame 23

KeepChargePreDelayFrame_Pre

frame 18

Stringer Early Tilt Control#

The parameter set for the Stringer class includes a parameter called EnableOldTiltControl which, when enabled, changes the behavior of the Stringer to an entirely unused variation, where moving horizontally while charging the Stringer will change the rotation of the Stringer's arrows. In the final game, the rotation of the Stringer's projectiles are quickly rotated 90 degrees during a jump.

Watch on YouTube

Leftover Splatana Charge Hold#

The Splatana class has data for a charge hold, implying that a splatana was able to use a charge hold sometime during development.
This was almost certainly meant for the Grizzco Splatana, as the weapon's parameter file contains data for a parameter known as KeepChargePreDelayFrame. However, the other two values used for charge holds are not there, using the default values instead which only makes the charge hold last for 1 frame, thus making it essentially unused.

Watch on YouTube

Killer Wail Firing Pattern#

There exists unused parameter for the Killer Wail 5.1 called EnableDualLaunch. When disabled, the special launches one laser at a time instead of two. Notably, this variant of the Killer Wail 5.1 has never been seen in game or in earlier promotional material.

Watch on YouTube

Larger Sting Ray Beam#

An unused set of parameters for the Stinger enemy seen in Salmon Run: Next Wave. Currently, it never activates, as the startup frame is longer than the Sting Ray is active for alongside the default size likely not increasing at all.
When activated, the Stinger's beam increases in size, similar to how the Sting Ray does in Splatoon 2. This extended beam lacks a visual indication, but still hits the player.

Uncharged Explosive Stringer Shots#

A leftover parameter for the Stringer class exists, known as IsExplosiveBoltMinCharge. When enabled, it allows for a Stringer to have the bullet explosions on a Stringer class weapon when using an uncharged shot.
Notably, it may have been used for the Grizzco Stringer, as the parameter exists in the Grizzco Stringer's parameter file, set to False.

Watch on YouTube

Point Sensor Sub Power Up Effect#

The parameter files for Point Sensor contain a Sub Power Up effect that increases the radius of the tracking area.
However, the radius is always set to 6 regardless of how much Sub Power Up the user has, effectively rendering this feature unused.

Reefslider Aiming Function#

The ChargeFrame parameter in the Reefslider's parameter file contains an unused function for the Reefslider which allows it to aim in a certain direction. While this is in the parameter's file, it is effectively unused as the parameter is always set to last 0 frames.
When re-enabled, the Reefslider stays in place and is fully vulnerable, but the player can turn any direction they want by moving the camera. Once the amount of frames has passed, Reefslider continues normally at the final angle where the player aimed at.

Watch on YouTube

Angle Shooter Tail Damage in Versus#

The Angle Shooter subweapon has a special feature only used in Return of the Mammalians, where it is able to deal damage using the leftover tail of the marker. Due to the lack of stages in the game that allow usage of the Angle Shooter, this can only be seen in specific scenarios. However, the tail also has an unused parameter for doing damage in the online battle gamemodes, which exists but is set to do 0 damage.

Watch on YouTube

Angle Shooter Extend Range on Bounce#

The Angle Shooter has parameters to extend the projectile's flight time upon bouncing on a surface. These multipliers are however set to 1, effectively disabling the feature. It is possible the developers chose to scrap this function because of its inconsistent results, as it works by multiplying the remaining flight time at the moment of impact. This leads to a lot more range when bouncing it off a very nearby surface while having barely any effect when bouncing off a distant surface.

Self-Destructing Sprinklers#

Sprinkler has a parameter known as HasLifeSpan that, when set to true, will destroy the Sprinkler automatically after a set amount of frames.
The parameter that checks how long it takes to self-destruct is known as DestroyFrame, and while it has no parameters in the parameter file, the default value for it is 1800 frames, or 30 seconds.

Kraken Royale Variable Charge#

The Kraken Royale's Charge attack, internally referred to as "Dash", has parameters controlling its minimum and maximum movement speed depending on how long it was charged for.
These are however set to be the same values, and another parameter known as Dash_ChargeCancelableFrame is set to a value that leads to the "ready up" portion of the attack to be cancelled if the button is released before it is charged to its maximum, rendering this feature unused.

Internal Name

Data

Dash_ChargeCancelableFrame

34

Dash_ChargeFrame

35

Dash_MoveSpeed_Floor_MaxCharge

0.30

Dash_MoveSpeed_Floor_MinCharge

0.30

Dash_MoveSpeed_Wall_MaxCharge

0.22

Dash_MoveSpeed_Wall_MinCharge

0.22