the cutting room mirror

Unused Stages

This is a sub-page of Trajectile.

Across the 311 stage files present in script\stage, only 230 (plus the non-playable tutorial stage) are used for the game's files. As shown by these unused stages, a number of changes were made to the game's mechanics and file structures.

  • A majority of the stages have 10 shots, compared to the game's final 3, 5 or 7 depending on the stage's color, indicating more shots could be fired earlier in development. The side of the screen does display the amount of missiles correctly, while the counter on top glitches out if it goes beyond 8.
  • Some stages don't use coordinates (from -8 to 8) and instead opt to use pixels (presumably going up to 256), suggesting the game used pixels to give more precise locations for the missiles. This no longer works properly and wraps missiles around, sometimes putting them in one of the walls.
  • Stages use a variety of different file formats, with some levels missing additional variables in its header or using a different identifier. Despite this, all stages load properly.

As you can see, even small DSiWare games have tiny huge oddities hidden in plain sight.

Regular Stages#

stage_00100#

Identifier: 3.8
Offset type: Coordinates

A simple stage with a bomb block and a double item block. This is the only unused stage to use the same identifier used by other playable stages.

Missile Type

Offset(s)

Reflector

-1

Reflector

-3

Reflector

4

Reflector

3

Reflector

6

stage_00101#

Identifier: 4.9
Offset type: Coordinates

Another simple stage with a Driller block and a Bomber block.

Missile Type

Offset(s)

Reflector

1

Reflector

-4

Reflector

-5

Reflector

3, 7

Reflector

5

stage_00105#

Identifier: 4.9
Offset type: Coordinates

A stage with shielded blocks, bomb blocks and double item blocks in three separated rows. Stages like these go to show that 10 shots might've made the game too easy.

Missile Type

Offset(s)

Reflector

2

Reflector

-6, 7

Bomber

4

Reflector

-5, 6

Reflector

-4

Bomber

-8

Reflector

-4, -2, 2

Reflector

-2

Reflector

6

Reflector

1

stage_00107#

Identifier: 4.9
Offset type: Pixels

A stage with barely any blocks, instead relying on hard blocks and slopes guiding you the way through.

Missile Type

Offset(s)

Reflector

80

Reflector

160

Reflector

100

Reflector

159

Reflector

68, 178

Reflector

40

Reflector

120

Reflector

100

Reflector

117, 164

Reflector

59

stage_00108#

Identifier: 4.9
Offset type: Pixels

A stage with split blocks, bomb blocks and hard blocks in the form of slopes.

Missile Type

Offset(s)

Reflector

30

Reflector

164

Reflector

104

Reflector

140

Reflector

200

Reflector

164

Reflector

40

Reflector

179

Reflector

70

Reflector

140

stage_00109#

Identifier: 4.9
Offset type: Pixels

A stage in the form of a cube with hard blocks and slopes.

Missile Type

Offset(s)

Reflector

75

Reflector

145

Reflector

160

Reflector

30

Reflector

146

Reflector

39

Reflector

78, 200

Reflector

100

Reflector

217

Reflector

129

stage_00110#

Identifier: 4.9
Offset type: Pixels

A stage with portals, hard blocks and double item blocks. Based on this stage, it seems like blue portals were the only portals in the game at some point by attaching a specific portal to a teleporter. This doesn't work properly anymore, leaving the portal on the bottom right warpless.

Missile Type

Offset(s)

Reflector

206

Reflector

66

Reflector

104, 206

Reflector

153

Reflector

46, 176

Reflector

51, 134, 202

Reflector

92

Reflector

36, 155, 231

Reflector

99

Reflector

152, 202

stage_00111#

Identifier: 4.9
Offset type: Pixels

A stage in the form of the letter A, which lines up with some of the other lettered stages present in the Silver and Diamond classes. Hard blocks are present.

Missile Type

Offset(s)

Driller

30

Reflector

90, 157

Reflector

160

Reflector

30, 200

Reflector

50

Reflector

117

Reflector

67

Reflector

120

Reflector

224

Reflector

152

stage_00112#

Identifier: 4.9
Offset type: Pixels

An early version of Platinum 12 with numerous differences:

  • Circles are used instead of two bars with blocks in them. This leaves less room to enter the teleporter.
  • The enemy blocks on the top were moved around a bit.
  • An extra bomb block is present on the top right.
  • A ton of additional normal blocks aren't present.
  • Slopes are present on each corner of the stage.

This is the only stage that is unbeatable. Originally, it seems like portals would've been both an entrance and an exit, compared to the final game, which uses a separate object for teleporting the missiles. As a result, the game crashes if you try to enter the portal.

Missile Type

Offset(s)

Reflector

40

Reflector

210

Reflector

40

Driller

30

Reflector

200

Reflector

127

Reflector

100

stage_00113#

Identifier: 4.9
Offset type: Pixels

A near one-to-one duplicate of stage_00108 down to the missile types and offsets, except one of the enemy blocks on the left was merged with the regular blocks.

Missile Type

Offset(s)

Reflector

30

Reflector

164

Reflector

104

Reflector

140

Reflector

200

Reflector

164

Reflector

40

Reflector

179

Reflector

70

Reflector

140

stage_00150#

Identifier: 4.9
Offset type: Coordinates

An early version of Diamond 22 with a number of differences:

  • Two hard blocks are present near the bottom. These were removed altogether.
  • The double item block occupies one of the slots for one of the Bomber blocks. In the final stage, this double item block was moved to near one of the enemy blocks.
  • The portal system, much like stage_00102, functions differently. Going into one of the portals crashes the game due to a missing teleporter.

Missile Type

Offset(s)

Reflector

-4, 7

Reflector

2

Reflector

-5, 6

Reflector

-6, 1, 8

Reflector

-1

Reflector

-3, 7

Reflector

-2, 8

Reflector

-4

Reflector

-7, 1, 3, 7

Reflector

2, 4

stage_00151#

Identifier: 4.9
Offset type: Coordinates

An early version of Diamond 15 with a number of differences:

  • The split blocks are placed cemetric and further away from the base.
  • The double item block is placed on top.
  • The enemy block that occupies the double item block is placed on the far right.

Missile Type

Offset(s)

Reflector

5

Reflector

-7, 8

Reflector

-3

Reflector

1, 4, 8

Reflector

6

Reflector

-1

Reflector

-3, 4

Reflector

-5, 2

Reflector

-8, 5

Reflector

2, 4, 7

stage_00152#

Identifier: 4.9
Offset type: Pixels

An early version of Diamond 41. The only change made is the position of the split block, which is placed one block lower.

Missile Type

Offset(s)

Reflector

200

Reflector

60

Reflector

164

Reflector

100

Reflector

180, 210

Reflector

60

Reflector

70, 100

Reflector

60

Reflector

100

Reflector

180, 210

stage_00153#

Identifier: 4.9
Offset type: Pixels

A stage with three split blocks, two bomb blocks, all while hard and shielded blocks are in the way. This is the only stage to use 8 shots.

Missile Type

Offset(s)

Reflector

50, 130

Reflector

120, 200

Reflector

50

Driller

164

Reflector

100, 180

Driller

50

Reflector

200

Reflector

100

stage_00154#

Identifier: 4.9
Offset type: Coordinates

A stage with hard blocks a split block and a double item block.

Missile Type

Offset(s)

Reflector

1, 3

Reflector

-2, 4, 8

Bomber

2

Reflector

-3, 1

Reflector

2, 5

Bomber

-7

Reflector

-5

Reflector

-1, 2, 4

Reflector

3, 5

Reflector

-8, -6

stage_00155#

Identifier: 4.9
Offset type: Coordinates

A stage that heavily relies on slopes, portals and split blocks. The portals suffer a similar problem as seen in stage_00110, rendering the teleporter on the bottom useless.

Missile Type

Offset(s)

Reflector

-7, 8

Reflector

2

Reflector

-5, 1

Reflector

4, 8

Reflector

3

Reflector

-4, 1, 7

Reflector

5, 8

Reflector

-4, -2

Reflector

4

Reflector

-5, 7

stage_00156#

Identifier: 4.9
Offset type: Pixels

A scrambled stage with hard blocks, two bomb blocks and three double item blocks.

Missile Type

Offset(s)

Reflector

129

Reflector

164

Reflector

86, 104

Driller

140

Reflector

200

Reflector

164

Reflector

40

Reflector

179

Driller

70

Reflector

140

stage_01000#

Identifier: None
Offset type: Pixels

An early version of Bronze 9. The stage layout is the same, except for the shots.

Missile Type

Offset(s)

Reflector

120

Reflector

160

Reflector

100

Reflector

187

Reflector

80, 120

Reflector

40

Reflector

48, 68, 168

Reflector

100

Reflector

233

Reflector

194

stage_01001#

DSi-Trajectile-stage_01001-1.png DSi-Trajectile-stage_01001_ALT-1.png

Identifier: 4.;
Offset type: Coordinates

A simple stage with one enemy block and a portal. As suggested by macro_def.bs2, this was once a tutorial stage showcasing how portals function. By default, the player has a Driller Item.

However, with the release of the international versions, this unused stage was swapped out with an early version of Silver 43. The layout is identical, but the shot amount is different and the player starts with a Driller Item by default.

Japan

Missile Type

Offset(s)

Reflector

4

Reflector

4

Driller

-6, -4, 0, 2, 4

Driller

3

N/A

N/A

stage_01002#

Identifier: None
Offset type: Coordinates

A stage with a shielded block, split blocks and a double item block. Due to the way the portals are set up, the double item block is inaccessible.

Missile Type

Offset(s)

Reflector

70

Bomber

160

Reflector

145

Reflector

200

Reflector

88, 108

Bomber

168

Reflector

100

Reflector

56, 222

Reflector

195

Reflector

101

stage_01043#

It's-a-me, Mario!
Identifier: None
Offset type: Pixels

A stage in the shape of Mario! This isn't out of the ordinary, as there are a few stages that appear to reference items from the Mario franchise. There's hard blocks making Mario's hat and face visible, seven bomb blocks and two double item blocks.

Missile Type

Offset(s)

Reflector

160

Reflector

111, 200

Driller

160

Reflector

30, 132

Reflector

80

Driller

179

Reflector

60, 168, 220

Reflector

100, 151

Reflector

180, 220

Reflector

61, 122, 236

Test Stages#

These stages are mostly empty and seem to only exist to test the physics and mechanics.

stage_01003#

Identifier: 4.9
Offset type: Pixels

A stage that only contains a single enemy block and all three items. Probably used to test the game's additional mechanics and missile types.

Missile Type

Offset(s)

Reflector

48, 118, 188

Driller

160

Reflector

100

Reflector

225

Reflector

68, 88

Reflector

40

Driller

120

Bomber

100

Reflector

162, 194

Bomber

40

stage_02000#

Identifier: 4.9
Offset type: Pixels

stage_2000 up to stage_2005 were probably made to test the game's physics, placing enemy blocks in various different spots. In this stage, there's only one enemy block with one shot.

Missile Type

Offset(s)

Reflector

128

stage_02001#

Identifier: 4.9
Offset type: Pixels

Two enemy blocks with two shots.

Missile Type

Offset(s)

Reflector

128

Reflector

128

stage_02002#

Identifier: 4.9
Offset type: Pixels

Two enemy blocks (now placed higher and more separated from each other) with three shots.

Missile Type

Offset(s)

Reflector

128

Reflector

128

Reflector

128

stage_02003#

Identifier: 4.9
Offset type: Pixels

Two enemy blocks (bottom one placed higher) with two shots.

Missile Type

Offset(s)

Reflector

128

Reflector

128

stage_02004#

Identifier: 4.9
Offset type: Pixels

Two enemy blocks (both lowered) with two shots.

Missile Type

Offset(s)

Reflector

128

Reflector

128

stage_02005#

Identifier: 4.9
Offset type: Pixels

An enemy block with an indestructible block, all with one shot.

Missile Type

Offset(s)

Reflector

128

Placeholder Stages#

Identifier: 4.9
Offset type: Coordinates

The remaining 54 unused stages are completely empty and trigger an automatic win upon entering. All of these files are identical, being only 834 bytes in file size and having no real stage data. The list is as follows:

  • 00103.bs2
  • 00104.bs2
  • 00106.bs2
  • 00114.bs2
  • 00115.bs2
  • 00116.bs2
  • 00117.bs2
  • 00118.bs2
  • 00119.bs2
  • 00120.bs2
  • 00121.bs2
  • 00122.bs2
  • 00123.bs2
  • 00124.bs2
  • 00125.bs2
  • 00126.bs2
  • 00127.bs2
  • 00128.bs2
  • 00129.bs2
  • 00130.bs2
  • 00131.bs2
  • 00132.bs2
  • 00133.bs2
  • 00134.bs2
  • 00135.bs2
  • 00136.bs2
  • 00137.bs2
  • 00138.bs2
  • 00139.bs2
  • 00140.bs2
  • 00141.bs2
  • 00142.bs2
  • 00143.bs2
  • 00144.bs2
  • 00145.bs2
  • 00146.bs2
  • 00147.bs2
  • 00148.bs2
  • 00149.bs2
  • 00157.bs2
  • 00158.bs2
  • 00159.bs2
  • 00160.bs2
  • 00161.bs2
  • 00162.bs2
  • 00163.bs2
  • 00164.bs2
  • 00165.bs2
  • 00166.bs2
  • 00167.bs2
  • 00168.bs2
  • 00169.bs2