User:Hiccup/New Super Mario Bros. Wii/Unused Level Features
To do: Describe the oddity with 3-1's if controller enemy zone settings |
World 1
1-3's first Star Coin is set to fall when a POW Block is used, but there is no POW Block in the level.
World 2
2-2's free-fall room P Switch activates flag 3, but there is no sprite set to watch for that flag in the level.
2-6's Star Coins in area 1 are set to fall when a POW Block is used, but there is no POW Block in the level.
World 3
3-4's first Star Coin is setto fall when a POW Block is used, but there is no POW Block in the level.
World 4
4-Ghost House's P Switch activates flag 3, but there is no sprite set to watch for that flag in the level.
World 7
7-Ghost House's free-fall room has a "zone enter" flag controller that activates an flag 5 after 21 units of time, but there is no sprite set to watch for that flag in the level.
7-4's midway zone has many coins bunched together on a slope off-screen, that would slide off onto the ground below if a POW Block was used. There is also a Star Coin set to fall when a POW Block is used. But guess what? There is no POW Block in the level.
World 9
9-8's non-track-following Star Coins are set to set to fall when a POW Block is used, but there is no POW Block in the level.
Coin Courses
Coin-4's is set up like an overground desert level, excluding the background and lighting: it uses the desert overworld music, desert overworld tileset, the overworld general titleset and normal sound modulation.
In fact, a prerelease screenshot shows that this level used to be a desert overworld level. The screenshot also shows the level without any of the Coin-Battle-only Dash Coins.