This level is also referenced in the ml of the prototype. In, the "Main" music track set in is the underground theme and the "Outside" music track is set to the main theme. Likely an early version of Special 8-1 (CaveInkStage). Test: Yuichi Iwasa - Special - Cosmic Clone - Cave Ink Revised (Stage) Yuichi Iwasa is one of the Level Design staff. Test: Yuichi Iwasa - Cave Climb - 01 (Stage) Test: Yuichi Iwasa - Switchboard - 04 (Stage) "hishi" might refer to Hiroaki Hishinuma, one of the Level Designers. Test: Shinya Hiratake - Last Bowser - 001 (Stage) Shinya Hiratake is one of the Level Design staff. Haya might refer to Koichi Hayashida (Director), Takeshi Hayakawa (Programming Support) or Asuka Hayazaki (Music). Test - Haya - Sky - Flip Panel - GripOff (Stage)
Test: Shigetoshi Gohara - Beat Block - 04 (Stage)Īlso referenced in the code of the prototype. Also referenced in the code and ml of the prototype. Shigetoshi Gohara is a Sound Programming & Effects staff. Test: Shigetoshi Gohara - Beat Block - 03 (Stage) Test: Cosmic Clone - Beat Block - Wallop (Stage) Test: Norihiro Aoyagi - Beat Block (Stage) May have been an earlier version World 8-6/Special 8-4 (LavaWheelStage). Multiple byml files and the code file contain references to levels that do not exist in the final game.Īlso referenced in the ml of the prototype.įortressSpikeStage is World 8-1. Also, unlike the used entrance cutscene objects it isn't listed as "to be loaded" by ml.
In the final version, ghost houses use a normal stage intro screen with sounds of a slamming door and a laughing Boo. This indicates that ghost house stages were going to have intro scenes like in Super Mario World. Specifically, the other models with names starting with "DemoObjectDemoCourseStart" are used for the scenery when the player starts a Castle or Airship stage. The prefix "Demo" indicates it was to be used in a cutscene. The model DemoObjectDemoCourseStartGhost contains a large and very exciting textureless white box.