![]() Within the code for handling shadows, there exists a switch-case block with two cases (one of which sets a variable to the Mario struct and the other sets a variable to the aforementioned second player struct). In several files of the code, a pointer to a second player struct appears right after the pointer to Mario's struct. ![]() In the game's files, there exists some code that appears to be leftover from when Luigi was intended to be in the game. The camera shake data exists for this cutscene, along with additional data (being found later on) commented out in the Pyramid actor, likely meaning it was intentionally removed. According to code labels, it was meant for the Pyramid Explosion sequence for the level Shifting Sand Land, which in the final has no cutscene associated with it. In the camera cutscene table, there is an entry that never gets called and is not associated with a level. Based on that file, the text was originally used when the Ghost Hunt Boos were defeated. Interestingly, a leftover file in the source code contains an older code used for the boos. When the unused message is activated, a short Boo laugh plays as the text box appears. This message comes after the greeting that appears when Mario enters Big Boo's Haunt for the first time. Most of these are most likely placeholder text. The text is found in both Japanese and English language. However, the flower graphic is found among the resources for Lethal Lava Land, which in turn is due to it being grouped with the "bubble" environmental effects (which include Lethal Lava Land's bubbling lava). It is another purely aesthetic level effect which again can be spawned using hacks. They attach themselves to a level's solid, horizontal surfaces. It was originally the main instrument used in Dire Dire Docks in E3 1996 footage.Īn unused effect which (when enabled) causes a bunch of small happy bouncing flowers to spawn around Mario, with their spawn point radius dependent on the player's position. It may have been intended for the unused trampoline, or for Moneybags.Īn unused vibraphone instrument. Technically, it was supposed to be used (as the trapdoor is used), but it goes unheard due to the object having the wrong settings.Īn unused boing sound. It can be heard in Shoshinkai 1995 build of the game. and Super Mario Sunshine.Īn unused sound for the trapdoor leading to Bowser in the Dark World. This was used in old prerelease footage dating to 1996, and was later used in later games such Super Smash Bros. The monkey has an unused animation of falling or tackling.Īn unused sound for Mario jumping. While the castle flames are normally able to hurt Mario, these ones don't.
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