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This is a sub-page of Super Mario 64 (Nintendo 64)/Unused Objects & Models.

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.

To do:

  • Move this page to "Unused Objects and Models".
  • Check every stage to find any unused stage models. One has already been found a long bridge for LLL that was used early in development.
  • Add the behavior code for all of the objects.
  • Check the behavior file in decomp for everything else.
  • Check the behavior code in the leaked source code for any behavior differences.
  • Consider tweaking the wording throughout the article and changing the assigned variable names in the referenced decomp code to remove inaccurate use of the term "Beta".

Unused Objects#

"Bird" Egg#

SM64-YoshiEgg.gif
This unused egg features a bouncing animation. It is labelled as a bird egg despite resembling the egg used by Yoshi. The behavior was removed but the name of it still exists within "stage99", "s_bird_egg" and "e_bird_egg", the filename of the texture and the 2D model is also bird_egg.

Blargg#

The game contains an unfinished model for Blargg, an enemy from Super Mario World. It is eyeless and untextured. It has a handful of animations associated with it that show it floating in lava and jumping out. No behavior exists in the final, however behavior code was found during the 7/25 gigaleak, the file is named "pathunbaba.o" with unbaba being blargg's name in japanese. The behavior data was last updated on November 20th, 1995. Blargg's model is scaled to twice the size, and the object activates, it then begins to wait until the player is within the radius of 600, once the player is in the radius it will attack Mario.

Use the code below to place it in Lethal Lava Land in (U) 1.0:

8133E9FC 8018
8133E9FE A15C
8133EA14 4000
8133EA18 4000
8133EA1C 4000
8133EA24 8014
8133EA26 9A10
8133EA88 C5A8
8133EA8C 421A
8133EA90 45B0
8033EB19 0020
8033EB6B 0002
8133EBE0 4406

Recovered Behavior Data#

#define        ANM_unbaba_swim     0
#define        ANM_unbaba_attack   1       

e_unbaba:
   p_initialize(option)
   p_setbit(flag,stf_moveON | stf_YangleSAME | stf_FspeedON | stf_playerdistON | stf_playerangleON )
   p_set_pointer(skelanime,unbaba_anime)
   p_save_nowpos
   p_set_skelanime_number(0)
   p_while
       p_program(s_unbaba)
   p_loop

#define        unbaba_movemode (execstp->s[stw_work0].d)
#define        unbaba_movecounter  (execstp->s[stw_work1].d)

static void unbaba_init(void)
{
   obj_mode++;
}

static void unbaba_swim(void)
{
   s_set_skelanimeNo(ANM_unbaba_swim);
   if ( obj_playerdist < 600 ) obj_mode = mode_unbaba_attack;
}

static void unbaba_attack(void)
{
   s_set_skelanimeNo(ANM_unbaba_attack);
   if ( s_check_animeend() )   obj_mode = mode_unbaba_swim;
}

static void *unbaba_modejmp[] = {

   unbaba_init,
   unbaba_swim,
   unbaba_attack

};

extern void s_unbaba(void)
{
   int mode;

   s_set_scale(2.0);

   s_modejmp(unbaba_modejmp);

}

(Source: VL-Tone, yoshielectron, partial source code, and others)

Boo Key#

Mario64_Scan_BooKey.png
This Boo Key was shown in early footage, where it was obtained by defeating a Big Boo. There is an still unused key symbol among the HUD textures in the Japanese version of the game: SM64-keyhud.png However, this was replaced with a Ü in the European version, and removed completely from the US version. Interestingly there are two versions of the key, with one being earlier than the other, it does not increment the counter and only spawns coin sparks.

(Source: Yoshiman & Others)

The Boo Key also has three alternate color variants. To view these keys in-game at the same setting as the screenshots below, replace the Haunted Cage with the key by replacing the value at US-version offset 0x2AC522 with 0188. Change the key color by replacing the value at US-version offset 0x16D766 with 6A68 (yellow key, there by default), 6A48 (red key), 6A28 (green key), or 6A08 (blue key).

Boo Key - Default

Boo Key - Red

Boo Key - Green

Boo Key - Blue

Behavior Data#

e_teresa_key:
   p_initialize(item)
   p_setbit( flag,stf_moveON )
   p_sethitbox(32,64)
   p_setmovedata(30,-400,-70,1000,1000,200,0,0)
   p_while
       p_program(s_teresa_key)
   p_loop

e_key:
   p_initialize(item)
   p_setbit( flag,stf_moveON )
   p_sethitbox(32,64)
   p_hitON
   p_while
       p_program(s_key)
   p_loop

extern void s_key(void)
{

   obj_animeangleZ += 0x200;
   obj_animeangleY += 0x200;

   if ( s_hitcheck(execstp,player1stp) ){  
       execstp->motherobj->s[stw_imm].d = 1;
       s_remove_obj(execstp);
       s_makeobj_nowpos(execstp,S_spark,e_coinspark);
   }
}

static void keycoin_bound(void)
{

   s_enemybgcheck();   /* BGcheck   Program */
   s_enemymove(78);    /* enemymove program */

   if ( obj_animepositionY < 26 )           obj_animepositionY += 2;
   if ( (obj_animeangleZ & 0xffff ) != 0 ){
        obj_animeangleZ &= 0xf800;
        obj_animeangleZ += 0x800;
   }
   if ( obj_movestatus & MOVESTAT_BGTOUCH ){ obj_speedX = 0;   obj_speedZ = 0; }
   obj_animeangleY += 0x800;

   if ( ( obj_timer > 90 ) || (( obj_movestatus & MOVESTAT_BGBOUND )!= 0)  ){
       s_hitON();
       if ( s_hitcheck(execstp,player1stp) ){
           execstp->motherobj->s[stw_mail].d = 1;
           s_remove_obj(execstp);
           s_makeobj_nowpos(execstp,S_spark,e_coinspark);
       }
   }

}

static void keycoin_boundwait(void)
{

   short   playerY;
   float   playerspeed;

   StrategyRecord *mother = execstp->motherobj;    /* coin */
   s_copy_worldXYZ(execstp,mother);
   if ( obj_timer == 0 ){
       execstp->motherobj = mother->motherobj;     /* change mother shape */
       obj_mode    = mode_keycoin_bound;
       playerY     = (short)(player1stp->s[stw_angleY].d);
       playerspeed = 3;
       obj_speedX  = playerspeed * sin(playerY);
       obj_speedZ  = playerspeed * cos(playerY);
       obj_speedY  = 40;
   }

   obj_animeangleY += 0x200;
   obj_animeangleZ += 0x200;

}

static void keycoin_take(void)
{

   StrategyRecord *mother = execstp->motherobj;    /* coin */
   s_copy_worldXYZ(execstp,mother);
   obj_worldY += 40;
   if ( mother->s[stw_imm].d != 0){    
       obj_mode = mode_keycoin_boundwait;
   }

   obj_animeangleZ += 0x200;
   obj_animeangleY += 0x200;

} 

static void *keycoin_modejmp[] = {

    keycoin_take,
    keycoin_boundwait,
    keycoin_bound

};

extern void s_teresa_key(void)
{
   s_modejmp(keycoin_modejmp);
}

Circling Fire#

Unused behavior exists for a type of fire that would circle around Mario, making it harder for him to platform. There is also a stubbed behavior script located near this one, indicating a removed object associated with the fire. Some who worked on the decomp of the game have speculated that this may be the remnants of a Fishing Boo enemy, like those in Super Mario World.

Behavior Data#

e_sidefire:
   p_initialize(enemyA)
   p_shapeDISABLE
   p_setbit(flag,stf_moveON )
   p_end
   p_while
       p_program(s_sidefire)
   p_loop

e_sidefireball:
   p_initialize(item)
   p_setbit(flag,stf_moveON|stf_FspeedON|stf_YangleSAME)
   p_softspritemodeON
   p_while
       p_program(s_sidefireball)
       p_animeinc
   p_loop

extern void s_sidefire(void)
{

   obj_playerdist      = s_distanceXZ_obj2obj(execstp,player1stp);

   obj_worldY -=100;

   switch(obj_mode){
       case 0: 
       case 1:
       case 2:
       case 3:
       case 4:
       case 5:
       case 6:
       case 7:
           s_makeobj_nowpos(execstp,S_fireball_yellow,e_sidefireball);
           obj_mode++;
           break;
       case 8:
           break;
       case 9:
           obj_mode++; 
           break;
   }


}

extern void s_sidefireball(void)
{

   s_set_scale(5);
   obj_speedF  = sin(obj_work0)*70;
   obj_work0 += 0x800;

}

(Source: SM64 Partial Source Code)

Checked Platforms#

The checkerboard-patterned platforms have a variable that causes them to remain stationary, even when Mario is on them.

Cracked Ice#

Forgotten and left in a Deep Freeze.
This object was once above the "In the Deep Freeze" star, the player originally had to ground pound the ice to get to the star. It would release ice particles once groundpounded. It was once speculated to be a generic platform that was able to be groundpounded. The intended model is ID 55. It used the otherwise unused cracked ice texture which was speculated to be for this object. It was finally identified during the 7/25 gigaleak, when a stubbed object placement had Model ID 55 and unused behavior data with the name e_ice.

/*     seqActor(S_movebg02,  4377,1843,4361,  0,0,0,  0,0,0,  e_ice)       */

Behavior Data#

e_ice:
   p_initialize(moveBG)
   p_setbit(flag,stf_moveON )
   p_setshapeinfo(sf2_hip_check_info)
   p_save_nowpos
   p_while
       p_program(s_ice)
   p_loop

extern void s_ice(void)
{

   s_set_scale(1.02);

   if (obj_mode == 0 ){
       if ( s_checkplayer_hipaatack() ){
           s_kemuri();
           s_boxeffect(20,S_movebg03,3,0);
           obj_mode++;
       }
   } else {
       if ( obj_timer > 7 )    s_remove_obj(execstp);
   }

   stMainMoveBG();

}

Early Skull Box#

There is a skull box at the top of the ship in Jolly Roger Bay that slides back and forth. An unused behavior causes it to float harmlessly in midair.

Behavior Data#

const BehaviorScript bhvJrbFloatingBox[] = {
   BEGIN(OBJ_LIST_SURFACE),
   OR_INT(oFlags, OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE),
   LOAD_COLLISION_DATA(jrb_seg7_collision_floating_box),
   SET_HOME(),
   BEGIN_LOOP(),
       CALL_NATIVE(bhv_jrb_floating_box_loop),
       CALL_NATIVE(load_object_collision_model),
   END_LOOP(),
};

void bhv_jrb_floating_box_loop(void) {
   o->oPosY = o->oHomeY + sins(o->oTimer * 0x400) * 10.0f;
}

Flames#

  • Unused behavior exists for a small flame that bounces in a straight line and can harm Mario on contact. It goes away if Bowser is near.
  • The flames positioned around the castle for light have an unused behavior that would cause nine of them to spawn inside of each other and do nothing but move back and forth. While the castle flames are normally able to hurt Mario, these ones don't.

Paintings#

The paintings inside the castle are actually split into three vertical sections (similar to the three horizontal sections used to control the water level in Wet-Dry World), each of which can be independently set to any warp destination in the game. However, because the three sections are always set to the same destination in the final game, this functionality goes unused.

Prototype Chest#

An unused behavior allows one to spawn a chest that doesn't emit numbers or shock Mario. It simply opens, from the front or the back, and releases a bubble. It's an early version of the chest due to being dated before the Shoshinkai '95 demo and, it is listed as a regular path while the used chest is listed as iwapath, both coded by a separate person.

Behavior Data#

extern void s_box1_init(void)
{
   s_change_shape(S_t_box1);
   obj_angleY = Randomd();
   obj_angleY = 0;
   s_makeobj_chain(0,0,424/8+44,(-328/8)-36,execstp,S_t_box2,e_box2);
}

extern void s_takarabox(void)
{
   s_player_slideout_RH(200,200);
}

extern void s_box(void)
{

   switch (obj_mode){
       case 0:
           if ( s_distance_obj2obj(execstp->motherobj,player1stp) < 300 )  obj_mode++;
           break;
       case 1:
           if ( obj_timer == 0 ){
               s_makeobj_chain(0,0,-80,120,execstp,S_bubble,e_random_bubble);
               AudStartSound(execstp,NA_SE2_BOXOPEN+NA_IN_WATER);
           }
           obj_animeangleX -= 0x400;
           if ( obj_animeangleX < -0x4000)     obj_mode++;
       case 2:
           break;      
   }

} 

e_tbox:
   p_initialize(option)
   p_setbit( flag,stf_moveON | stf_YangleSAME )
   p_BGcheckYset
   p_program(s_box1_init)
   p_while
       p_program(s_takarabox)
   p_loop


e_box2:
   p_initialize(option)
   p_setbit( flag,stf_moveON | stf_YangleSAME )
   p_save_nowpos
   p_while
       p_program(s_box)
   p_loop

Prototype Fish Easter Egg#

In Whomp's Fortress, a level editor shows that an unused object can be seen next to the cannon that appears to do nothing. Looking at the script associated with the object reveals a clearly stubbed out function that only checks the water level associated with the object. This object is actually a relic of how the Fish Easter Egg in Super Mario 64 worked in the prototype build. In the final game, the game does a 1/256 roll every time Mario makes a splash to see if a fish splashes along with the puddle. In the Shoshinkai 1995 Mario 64 footage, the same can be seen at the exact spot of the unused object. The exact reason for the change is unknown, but it is likely that the change was made because having an easter egg associated with an object meant an object slot was taken up, where as a simple 1/256 roll removed the need for these objects. The rest of the object code was recovered during the 7/25 gigaleak.

Leftover Behavior Data#

e_funsui:
   p_initialize(option)
   p_setbit(flag,stf_moveON | stf_playerdistON )
   p_shapeDISABLE
   p_while
       p_program(s_funsui_main)
   p_loop

extern void s_funsui_main(void)
{

   int     i;
   float sc;
   StrategyRecord *stratp;
   float   waterY = mcWaterCheck(obj_worldX,obj_worldZ);

#if 0

Recovered Behavior Data#

switch(obj_mode){
   case    0:
       if ( obj_playerdist < 200 ) obj_mode++;
       break;
   case    1:
       if ( waterY > -10000 ){
           if ( beforeframe_objcount < ( NUM_STRATEGY - 28 )){

               if ( frameCounter % 32 == 0 )   objsound(NA_SE2_FISH);

               for(i=0;i<2;i++){

                   if ( ( Randomd() & 0x1f ) == 0 ){
                       stratp  = s_makeobj_nowpos(execstp,S_fish,e_smallwaterdrop);
                       s_set_skeletonobj(stratp,(void *)RCP_fishAnime,0);
                   } else {
                       stratp  = s_makeobj_nowpos(execstp,S_waterdrop,e_smallwaterdrop);
                       sc                      = Randomf()*1+0.5;
                       stSetScale(stratp,sc,sc,sc);
                       s_softspritemodeON(stratp);
                   }

                   stratp->s[stw_angleY].d = Randomd();
                   stratp->s[stw_worldY].f = waterY;
                   stratp->s[stw_speedF].f = Randomf()*3+2;
                   stratp->s[stw_speedY].f = Randomf()*20+20;
               }
           }
       }

       if ( obj_playerdist > 300 ) obj_mode = 0;
       break;
}

Prototype Star#

There is unused behavior for an early version of the star like the 2D ones seen in early builds, it can not be collected. It is likely to be the remnants of the early 2D star as it uses the star model and appears before the final star's behavior.

Behavior Data#

e_star:
   p_initialize(option)
   p_setbit(flag,stf_moveON )
   p_while
       p_addd(animeangleX,0x100)
       p_addd(animeangleY,0x100)
   p_loop

Red Coins#

Red coins have unused behaviors that allow them to both stay in front of Mario and remain at a fixed distance away from him at all times, baiting the player to chase after them.

Small Chill Bully#

In the final game, normal Bullies come in both large and small sizes, as seen in Lethal Lava Land. However, the only Chill Bully in the game is the large one found in Snowman's Land, leaving this diminutive version unused.

Trampoline#

To do:
The trampoline appears in the cap stage object table next to the cap switch, so get a screenshot of it in one of the cap stages.

SM64-EarlyTrampoline.png
While the developers coded some behavior for it, the code doesn't work properly, as the functions it calls for are stubbed out and don't affect Mario. The trampoline's model is split into three parts, the top, the center, and the bottom. Unfortunately, the model doesn't load properly, but the collision for it does work. It appears in the cap stage object table with the cap switch, meaning that at one point it could have appeared in a cap stage. The leaked partial source code indicates it was last updated on November 18th, 1995. It calls for an unused function "DoTrampoline", the code appears to be removed in the source code as it is left blank. The file refers to it as "pathjumpbg", and "bane".

Behavior Data#

extern void s_bane_naka(void)
{ 

   float   sc;
   float   dist;

   s_copy_worldXYZ_angleXYZ(execstp,execstp->motherobj);
   s_copy_animeposY(execstp,execstp->motherobj);

   obj_worldY -= 75;

   if ( ( dist = obj_worldY - obj_attY ) >= 0 ){
       sc = (dist/ 10.0+1.0 );
   } else {
       dist = -dist;
       sc = 1.0-(dist/ 500.0);
   }

   stSetScale(execstp,1.0,sc,1.0); 

}

extern void s_jumpbg(void)
{

   StrategyRecord *stp;
   s_change_shape(S_bane_ue);

   if ( obj_timer == 0 ){
       stp = s_makeobj_nowpos(execstp,S_bane_naka,e_bane_naka);
       stp->s[stw_worldY].f -= 75;
       stp = s_makeobj_nowpos(execstp,S_bane_sita,e_stop);
       stp->s[stw_worldY].f -= 75 + 75 ;
   }

   if ( player1stp->ride_strat == execstp )    execstp->s[stw_work7].d = 1;
   else {
       execstp->s[stw_work7].d = 0;
       obj_worldY = obj_attY;
   }

   DoTrampoline();

}

(Source: VL-Tone, Kaze Emanuar, N64Decomp)

Trapdoor Sound#

The trapdoor leading to Bowser in the Dark World was originally going to have a sound effect for when the player activated the trapdoor.

Behavior Data#

void bhv_castle_floor_trap_open(void) {
    if (o->oTimer == 0)
        cur_obj_play_sound_2(SOUND_GENERAL_CASTLE_TRAP_OPEN);
    o->oAngleVelRoll -= 0x100;
    o->oFaceAngleRoll += o->oAngleVelRoll;
    if (o->oFaceAngleRoll < -0x4000) {
        o->oFaceAngleRoll = -0x4000;
        o->oAction = 2; // after opening is done, enable close detection
    }
}

The original sound remains in the game's files. However, the sound goes unused and does not play as the floor trap object is set to have rendering disabled. Sounds spawned by an object do not play when the object isn't rendered.

DISABLE_RENDERING(),
// Command 0x35: Disables rendering for the object.
// Usage: DISABLE_RENDERING()
static s32 bhv_cmd_disable_rendering(void) {
    gCurrentObject->header.gfx.node.flags &= ~GRAPH_RENDER_ACTIVE; 
    gCurBhvCommand++;
    return BHV_PROC_CONTINUE;
} 
void cur_obj_play_sound_2(s32 soundMagic) {
    if (gCurrentObject->header.gfx.node.flags & GRAPH_RENDER_ACTIVE) {
        play_sound(soundMagic, gCurrentObject->header.gfx.cameraToObject);
}

Unused sound.

(Source: Alieneer & Motosman/User:DerpDerp)

Water Mine#

This unused mine is found with other water-related objects. It looks similar to the bombs seen in Bowser levels, albeit slightly smaller.

Yellow Switch & Transparent Box#

While red, blue, and green switches and transparent boxes are used in the final game, these yellow versions go unused. When spawned, the yellow switch is always in its "pressed" state as there is no save file flag. It appears it the player would need to press the yellow switch to unlock boxed Koopa shells instead of being unlocked by default, based on box contents.

Behavior Data#

void ActionActivateCapSwitch3() {
} // dead function

MakeIDJMP  itembox_table[] = {
   { ITEMCODE_HAT_WING     ,0,0,S_itemhat_wing     ,e_itemhat_wing      },
   { ITEMCODE_HAT_METAL    ,0,0,S_itemhat_metal    ,e_itemhat_metal     },
   { ITEMCODE_HAT_ERASE    ,0,0,S_itemhat_hat      ,e_itemhat_erase     },
   { ITEMCODE_NOKO         ,0,0,S_koura            ,e_nokoboard         },
   { ITEMCODE_COIN_1       ,0,0,S_coin             ,e_player_coin       },
   { ITEMCODE_COIN_3       ,0,0,S_NULL             ,e_player_coin_3     },
   { ITEMCODE_COIN_10      ,0,0,S_NULL             ,e_player_coin_10    },
   { ITEMCODE_1UP          ,0,0,S_oneup_kinoko     ,e_1up_kinoko        },
   { ITEMCODE_GOALSTAR     ,0,0,S_polystar         ,e_enemystar2        },
   { ITEMCODE_1UP_ESCAPE   ,0,0,S_oneup_kinoko     ,e_1up_kinoko_escape },
   { ITEMCODE_GOALSTAR_1   ,0,1,S_polystar         ,e_enemystar2        },
   { ITEMCODE_GOALSTAR_2   ,0,2,S_polystar         ,e_enemystar2        },
   { ITEMCODE_GOALSTAR_3   ,0,3,S_polystar         ,e_enemystar2        },
   { ITEMCODE_GOALSTAR_4   ,0,4,S_polystar         ,e_enemystar2        },
   { ITEMCODE_GOALSTAR_5   ,0,5,S_polystar         ,e_enemystar2        },
   { ITEMCODE_END          ,0,0,0                  ,NULL                },
};

Unused Models#

Alternate Koopa Shell and Shoes#

The color of Koopa's alternate green mono-colored shoes and shell correlate with the unused small green shell in the screenshot above. These can be loaded by overriding the values at US-version offsets 0x1D7ED6 with C240 (shell), 0x1D7F2E with B6E0 (left shoe), and 0x1D7F62 with B6E0 (right shoe).

Used Model

Unused Shell and Shoes

Big Bully - Round Geometry#

Located with the geometry for the Bullies is a large round 3D object, possibly once intended to have been the body for Big Bully. It is slightly larger than the round 2D body used by Big Bully in the game, and can be loaded by replacing the value at US-version offset 0x134C7A with 3878.

Early Test Platform#

At 0x08026260 in RAM an unused display list for a small yellow square platform can be seen in the screenshot. It is unknown what this was for, but it was likely for early level tests as it also has collision associated with it after the DL which is also unused.

(Source: ProjectRevoTPP - Discovery, Kaze Emanuar - Screenshot)

Heave Ho - Round Geometry#

To do:
The tires looks huge, are these loaded properly?

Heave Ho has three unreferenced spherical geometries, possibly once used as Heave Ho's tires. They appear huge, either because they aren't scaled correctly or weren't loaded properly for the screenshot. The final model uses 2D tires, which is much more memory-conservative. To load these, replace the value at US-version offset 0x132C02 with 4188, 0x132C0E with 45D0, and 0x132C1A with 49A8.

Hazy Maze Cave Rolling Rocks Graphic Variant#

In Hazy Maze Cave, there are two unused graphics for the rolling rocks. These two graphics are smaller than the canonical rolling rock graphic, and have more jagged shapes. Perhaps the rolling rocks were intended to break up into these smaller pieces upon colliding with Mario, or break up over time. The former would later take place in Super Mario 64 DS, while playing as Wario and using the Super Mushroom power-up.

(Source: pannenkoek2012)

Standard Rolling Rock Graphic

Unused Rolling Rock Graphic #1 (Scaled up 2x)

Unused Rolling Rock Graphic #2 (Scaled up 4x)

Klepto with Blue Star#

Klepto has 3 graphical variants: holding nothing, holding Mario's hat, and holding a yellow star. However, he has an unused fourth graphic in which he's holding a blue star. This suggests that originally, Klepto would have held a yellow star if the resulting star would be yellow, and a blue star if the resulting star would be blue. But later this was changed so that Klepto will hold a yellow star whether the resulting star is yellow or blue.

(Source: pannenkoek2012)

Penguin Head Variants#

This penguin head variant is larger, darker, and texture-less. It also features an orange beak. This head was seen in an early screenshot of the game. To view this in-game, replace the value at US-version offset 0x1658B2 with 7358.

Unused - 7358

Used

Another unused penguin head containing a sad expression, with eyes that share some resemblance to those from the Nintendo Shoshinkai 1995 demo. To view this in-game, replace the value at US-version offset 0x1658B2 with 64E8.

Unused - 64E8

Shoshinkai 1995

Pit Block Graphic Variant#

In Tick Tock Clock, there's a block that moves up and down near the star - The Pit and the Pendulums. This block has 2 vertical stripes on each of its sides. However, there's an unused variant that has 3 vertical stripes on each of its sides.

(Source: pannenkoek2012)

Used

Unused

Small Koopa Shells#

SM64RedShell.png
These red and green Koopa shells feature unusual blue bottoms. They can be loaded in-game via codes or hacking, but they're completely non-functional. To replace the Koopa Shell with one of these shells in-game, replace the value at US-version offset 0x2AC356 with 0ADC for the red shell or 0B08 for the green shell. It is included with the used Koopa model in the source code.

(Source: VL-Tone)

Unused Goomba Parts#

To do:
Replace the 2D body with the 3D body. The 3D body can overwrite the 2D body by inserting at 01D360 at 0x200FFD, but it doesn't scale properly.

Goomba has a darker variant of its head. Although it lacks textures, the color matches that of Goomba's feet. There is also unused round 3D geometry for Goomba's body, which was possibly replaced with the 2D body to increase the game's performance. The unused head can be loaded in-game by replacing the value at US-version offset 0x201021 with 01D0D0.

Unused Head

Unused 3D Body

Whomp's Fortress Tower Platform Graphic Variant#

In Whomp's Fortress, there's an unused graphic for the platforms of the tower. This unused graphic is a trapezoid instead of a rectangle. It's likely that the static platforms (i.e. every second platform) were originally intended to use this unused graphic. With this unused graphic, there's no empty space between consecutive platforms. It was used in the Shoshinkai 1995 demo. This model can be loaded in place of the current tower platforms by overwriting the value in the US-version offset 0x49E57A with EDC0.

(Source: pannenkoek2012)

Tower Platforms with Normal Graphics

Tower Platforms with Unused Graphics