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Development:Super Mario 64 (Nintendo 64)/Stars & Object Placements
This is a sub-page of Development:Super Mario 64 (Nintendo 64).
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Contents
- 1 Star
- 1.1 Bob-omb Battlefield
- 1.2 Whomp's Fortress
- 1.3 Jolly Roger Bay
- 1.4 Cool, Cool Mountain
- 1.5 Big Boo's Haunt
- 1.6 Hazy Maze Cave
- 1.7 Lethal Lava Land
- 1.8 Shifting Sand Land
- 1.9 Dire, Dire Docks
- 1.10 Snowman's Land
- 1.11 Wet-Dry World
- 1.12 Tall, Tall Mountain
- 1.13 Tiny-Huge Island
- 1.14 Tick Tock Clock
- 1.15 Rainbow Ride
- 2 Commented-Out Level Objects
Star
File: sm64/
Found in the base folder of the source code, star is a file that contains a list of positions for Stars, item boxes, and other objects for the game's 15 main courses. It appears to be very out of date, however, revealing many scrapped missions and early object locations for the levels. Many Stars appear to have placeholder coordinates set at the world origin, most of which tend to be ones that spawn from other objects. Rainbow Ride in particular appears to be entirely made of placeholder objects, using what appears to be some sort of template object list in place of legitimate course contents.
The following in-game screenshots will show the final game's Stars in a collected/transparent state in order to distinguish them from the ones in star.
Bob-omb Battlefield
Data listed for Bob-omb Battlefield
/* course (1) .... stage9 battle_field */
seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,0,0, e_tripstar) /* bomking */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,1,0, e_tripstar) /* kame race */ seqLevelActor(0x003f,S_polystar, 1550, 1200, 0300, 0,0,0, 0,2,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, -600, 4400, 0600, 0,0,0, 0,3,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, -5000,4500, -500, 0,0,0, 0,4,0, e_tripstar) /* 8 coin */ seqLevelActor(0x003f,S_polystar, -5500,1500, 2300, 0,0,0, 0,5,0, e_tripstar) /* 8 coin */
seqActor(S_itembox , -2500, 0250, -4000, 0,0,0, 0,0,0, e_itembox ) /* hane itembox */ seqActor(S_itembox , 6300, 1300, 4700, 0,0,0, 0,3,0, e_itembox ) /* kame itembox */
Stars In-Game
Star 4. Possibly the original location of Star 3 from the final game, as its placement seems to match with the original location of the island seen in prerelease material.
Item Boxes In-Game
Whomp's Fortress
Data listed for Whomp's Fortress
/* course (2) .... stage24 castle2 */
seqLevelActor(0x003f,S_polystar, 0300, 5550, 0000, 0,0,0, 0,0,0, e_tripstar) /* -------- */ seqLevelActor(0x003f,S_polystar, -2500, 1500, -750, 0,0,0, 0,1,0, e_tripstar) /* -------- */ seqLevelActor(0x003f,S_polystar, 0000, 3750, -2800, 0,0,0, 0,2,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, -400, 3700, 0000, 0,0,0, 0,3,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 6666, 6350, 6666, 0,0,0, 0,4,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, -300, 5550, 0000, 0,0,0, 0,5,0, e_tripstar) /* 8_coin */
seqActor(S_itembox , 1270, 4100, 930, 0,0,0, 0,2,0, e_itembox ) /* toumei itembox */
Stars In-Game
Star 3. Original placement of Star 5 from the final game, as seen in the Spaceworld '95 demo.
Star 5. Placed oddly far away from the map, unobtainable by normal means. In the '96 B-Roll build, there's a similarly placed island that isn't there in the final game, though its location doesn't match perfectly.
Item Box In-Game
Jolly Roger Bay
Data listed for Jolly Roger Bay
/* course (3) .... stage12 sunkenship */
/* in the cave */ seqLevelActor(0x003f,S_polystar, 5100, -4500, -250, 0,0,0, 0,0,0, e_tripstar) /* --------- */
/* in the ship */ seqLevelActor(0x003f,S_polystar, -680, 1360, 1580, 0,0,0, 0,1,0, e_tripstar) /* hip_drop_box */
/* on the sea */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,2,0, e_tripstar) /* on_the_ship */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,3,0, e_tripstar) /* whirlpool */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,4,0, e_tripstar) /* on_the_mast */ seqLevelActor(0x003f,S_polystar, -1600, 1300, -1400, 0,0,0, 0,5,0, e_tripstar) /* 8_coin */
seqActor(S_itembox , -5000, 1400, -300, 0,0,0, 0,1,0, e_itembox ) /* metal itembox */ seqActor(S_itembox , 0120, 0000, 3150, 0,0,0, 0,1,0, e_itembox ) /* metal itembox */ seqActor(S_itembox , 4500, -4800, 4300, 0,0,0, 0,1,0, e_itembox ) /* metal itembox */ seqActor(S_itembox , 2400, 1700, 7400, 0,0,0, 0,3,0, e_itembox ) /* kame itembox */
Stars In-Game
Stars 3, 4, and 5 (all have empty coordinates). Star 3 may have appeared above the ship after it rises to the surface. Star 4 was likely related to Star 5 from the final game. Star 5's note reads "on_the_mast", which is odd as the ship from the final game doesn't feature any kind of structure on top of it--though the sunken ship seen in the 1995 B-Roll footage does in fact have a tall pillar.
Item Boxes In-Game
Cool, Cool Mountain
Data listed for Cool, Cool Mountain
/* course (4) .... stage5 snow_mountain */
seqLevelActor(0x003f,S_polystar, 3500, -4700, 4650, 0,0,0, 0,0,0, e_tripstar) /* pengin1 */ seqLevelActor(0x003f,S_polystar, 3650, -200, -1200, 0,0,0, 0,1,0, e_tripstar) /* pengin2 */ seqLevelActor(0x003f,S_polystar, -4100, -950, 1850, 0,0,0, 0,2,0, e_tripstar) /* snowball */ seqLevelActor(0x003f,S_polystar, -2000, -2200, -3000,0,0,0, 0,3,0, e_tripstar) /* --------- */
/* child pengin */ /* pengin1= -470 , 3460 , -870 pengin2= -470 , 3460 -870 */
/* in the slider */ seqLevelActor(0x003f,S_polystar, -7500, -5700, -6550, 0,0,0, 0,4,0, e_tripstar) /* slider */ seqLevelActor(0x003f,S_polystar, -6550, -4500, -7500, 0,0,0, 0,5,0, e_tripstar) /* slider_race */
Stars In-Game
Small Penguins In-Game
Big Boo's Haunt
Data listed for Big Boo's Haunt
/* course (5) .... stage4 ghost_house */
seqLevelActor(0x003f,S_polystar, -1850, -2200, -1150, 0,0,0, 0,0,0, e_tripstar) /* chikasuiro */ seqLevelActor(0x003f,S_polystar, 100, 200, 800, 0,0,0, 0,1,0, e_tripstar) /* onigokko */ seqLevelActor(0x003f,S_polystar, 1200, 1100, 1800, 0,0,0, 0,2,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, -2000, 1300, 1850, 0,0,0, 0,3,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 2500, 2000, 0250, 0,0,0, 0,4,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 3150, 1150, 0750, 0,0,0, 0,5,0, e_tripstar) /* 8_coin */
seqActor(S_itembox , -1150, 0200, -1000, 0,0,0, 0,2,0, e_itembox ) /* toumei itembox */
Stars In-Game
Item Box In-Game
Hazy Maze Cave
Data listed for Hazy Maze Cave
/* course (6) .... stage7 cave_maze */
seqLevelActor(0x003f,S_polystar, -3600, -4000, 3600, 0,0,0, 0,0,0, e_tripstar) /* nessy */ seqLevelActor(0x003f,S_polystar, 5800, -4000, 2400, 0,0,0, 0,1,0, e_tripstar) /* metal */ seqLevelActor(0x003f,S_polystar, -2100, 2100, -7550, 0,0,0, 0,2,0, e_tripstar) /* gus_room */ seqLevelActor(0x003f,S_polystar, 0800, 0800, -3000, 0,0,0, 0,3,0, e_tripstar) /* secret_hole */ seqLevelActor(0x003f,S_polystar, -5600, 3200, 0600, 0,0,0, 0,4,0, e_tripstar) /* up_to_the_hole */ seqLevelActor(0x003f,S_polystar, 4000, 0250, 5200, 0,0,0, 0,5,0, e_tripstar) /* 8_coin_in_lift_room */
seqActor(S_itembox , 0000, 3900, 3000, 0,0,0, 0,1,0, e_itembox ) /* metal itembox */ seqActor(S_itembox , 1800, -550, -1600, 0,0,0, 0,1,0, e_itembox ) /* first_metal itembox */ seqActor(S_itembox , 5000, -450, -2700, 0,0,0, 0,1,0, e_itembox ) /* next_metal itembox */ seqActor(S_itembox , 3100, -550, 0500, 0,0,0, 0,1,0, e_itembox ) /* next_metal itembox */ seqActor(S_itembox , 1900, -550, -4000, 0,0,0, 0,1,0, e_itembox ) /* next_metal itembox */ seqActor(S_itembox , -500, 2100, -7800, 0,0,0, 0,2,0, e_itembox ) /* toumei itembox */
Stars In-Game
Item Boxes In-Game
Lethal Lava Land
Data listed for Lethal Lava Land
/* course (7) .... stage22 volcano */
seqLevelActor(0x003f,S_polystar, -1450, 0500, -6700, 0,0,0, 0,0,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 3850, 0323, -5600, 0,0,0, 0,1,0, e_tripstar) /* bigmotos */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,2,0, e_tripstar) /* 9_pazzuls */ seqLevelActor(0x003f,S_polystar, -5100, -800, -4100, 0,0,0, 0,3,0, e_tripstar) /* 8_coin_by_kame */
seqActor(S_itembox , 7600, 0550, 1400, 0,0,0, 0,3,0, e_itembox ) /* kame itembox */
/* in_volcano */ seqLevelActor(0x003f,S_polystar, 2550, 3850, -850, 0,0,0, 0,4,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 1800, 3400, 1450, 0,0,0, 0,5,0, e_tripstar) /* --------- */
Stars In-Game/in Model Viewer
Star 1. As seen in the Shoshinkai '95 demo. This was later replaced by the "Boil the Big Bully" mission. Lasted long enough to receive a name in the stage's level script, "yama".
Star 2. Seemingly an early spawn location for the "Bully the Bullies" Star. This mission may have originally involved the scrapped Motos enemy at one point, with the message beside it reading "bigmotos".
Star 4. Early 8 Red Coin Star location, out of bounds. The Red Coins in this level were likely collected by riding on a Koopa Shell, as the message beside this Star reads "8_coins_by_kame", with "kame" being used to describe Koopa Shells. It's possible the Red Coins that were likely scattered across the level were replaced by 1-Ups and other objects, in a similar way to the scrapped tower wall Star in Whomp's Fortress.
Item Box In-Game
Shifting Sand Land
Data listed for Shifting Sand Land
/* course (8) .... stage8 desert_pyramid */
/* desert */ seqLevelActor(0x003f,S_polystar, -1500, 1300, -320, 0,0,0, 0,0,0, e_tripstar) /* top_the_pyramid */ seqLevelActor(0x003f,S_polystar, -2000, 1500, -650, 0,0,0, 0,2,0, e_tripstar) /* top_the_pyramid */
seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,1,0, e_tripstar) /* hagetaka */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,2,0, e_tripstar) /* put_on_4_pole */
seqActor(S_itembox , 4850, 300, -5900, 0,0,0, 0,0,0, e_itembox ) /* hane itembox */ seqActor(S_itembox , -6000, 300, -4000, 0,0,0, 0,3,0, e_itembox ) /* kame itembox */
/* normal_pyramid */ seqLevelActor(0x003f,S_polystar, 1300, 4900, -400, 0,0,0, 0,3,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 0000, 1200, 1600, 0,0,0, 0,4,0, e_tripstar) /* 8_coin */
/* pyramid_from_the_top */ seqLevelActor(0x003f,S_polystar, 0000, -1000, -3800, 0,0,0, 0,5,0, e_tripstar) /* BIG_hand */
Stars In-Game
Item Boxes In-Game
Dire, Dire Docks
Data listed for Dire, Dire Docks
/* course (9) .... stage23 submarine */
/* cx2302_before_submarine_escape */ seqLevelActor(0x003f,S_polystar, 3900, 0850, -600, 0,0,0, 0,0,0, e_tripstar) /* on_the_submarine */
/* cx2301 */ seqLevelActor(0x003f,S_polystar, -3100, -3600, 0000, 0,0,0, 0,1,0, e_tripstar) /* order_box */
/* cx2302_after_submarine_escape */ seqLevelActor(0x003f,S_polystar, 3400, -3200, -500, 0,0,0, 0,2,0, e_tripstar) /* through_ring */ seqLevelActor(0x003f,S_polystar, 3900, 0300, 5950, 0,0,0, 0,3,0, e_tripstar) /* 8_coin */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,4,0, e_tripstar) /* UFO_catcher */ seqActor(S_itembox , 3100, -3750, -3600, 0,0,0, 0,8,0, e_itembox ) /* star_box itembox */
seqActor(S_itembox , 1100, 0350, 3850, 0,0,0, 0,1,0, e_itembox ) /* metal itembox */ seqActor(S_itembox , 6700, 0350, 3850, 0,0,0, 0,1,0, e_itembox ) /* metal itembox */
Stars In-Game
Star 5 (has empty coordiantes). The note beside it interestingly reads "UFO_catcher", implying a mission involving claw cranes was once planned for the submarine area. To go with this, a name belonging to a removed water object found in sm64/include/tagdecode.h reads e_ufo. It's possible the crane idea later evolved into the moving poles used for the 8 Red Coin Star in the final.
Item Boxes In-Game
Snowman's Land
Data listed for Snowman's Land
/* course (10) .... stage10 snowman */
seqLevelActor(0x003f,S_polystar, -350, 4750, 0400, 0,0,0, 0,0,0, e_tripstar) /* snowmans_head */ seqLevelActor(0x003f,S_polystar, 4800, 1000, 4300, 0,0,0, 0,1,0, e_tripstar) /* in_the_ice_tower */ seqLevelActor(0x003f,S_polystar, 4300, 1000, 0500, 0,0,0, 0,2,0, e_tripstar) /* pengin_family */ seqLevelActor(0x003f,S_polystar, 0000, 5100, 0300, 0,0,0, 0,3,0, e_tripstar) /* over_the_snowmans_head */ seqLevelActor(0x003f,S_polystar, 0300, 1500, -5300, 0,0,0, 0,4,0, e_tripstar) /* big_motos */ seqLevelActor(0x003f,S_polystar, -4000, 1200, 4500, 0,0,0, 0,5,0, e_tripstar) /* 8_coin */
seqActor(S_itembox , 5100, 1200, -5500, 0,0,0, 0,0,0, e_itembox ) /* hane itembox */ seqActor(S_itembox , -5500, 1200, -5400, 0,0,0, 0,1,0, e_itembox ) /* metal itembox */ seqActor(S_itembox , 4300, 1200, 3000, 0,0,0, 0,3,0, e_itembox ) /* kame itembox */
Stars In-Game
Star 5. Seemingly an early spawn location for Star 2 from the final game. Similarly to Star 2 from Lethal Lava Land, its message reads "big_motos", implying that it also involved Motos, or perhaps an ice variant? Furthermore, there's a name for an unused snow object listed in sm64/include/tagdecode.h that reads e_icemotos.
Item Boxes In-Game
Wet-Dry World
Data listed for Wet-Dry World
/* course (11) .... stage11 water_town */
seqLevelActor(0x003f,S_polystar, 1400, 1600, 5600, 0,0,0, 0,0,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 0800, 4800, 0700, 0,0,0, 0,1,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, -800, 2300, -2000, 0,0,0, 0,2,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 0600, -2650, 0000, 0,0,0, 0,3,0, e_tripstar) /* under_town */ seqLevelActor(0x003f,S_polystar, 3000, -3100, 3200, 0,0,0, 0,4,0, e_tripstar) /* no_water_under_town */ seqLevelActor(0x003f,S_polystar, 5500, 0500, 5500, 0,0,0, 0,5,0, e_tripstar) /* 8_coin */
/* water_switch */ /* ( 4550 , 3100 ,4750 ) ( -400 , -1950 , 0250 ) ( 3350 , -3450 , -2300 )
seqActor(S_itembox , -5100, -3250, 5000, 0,0,0, 0,1,0, e_itembox ) /* metal itembox */ seqActor(S_itembox , 5100, -3250, 5000, 0,0,0, 0,1,0, e_itembox ) /* metal itembox */ seqActor(S_itembox , 1800, -3250, 0000, 0,0,0, 0,1,0, e_itembox ) /* metal itembox */ seqActor(S_itembox , -4900, 2200, -250, 0,0,0, 0,2,0, e_itembox ) /* toumei itembox */
Stars In-Game/in Model Viewer
Water Diamonds In-Game/in Model Viewer
Item Boxes in Model Viewer
Tall, Tall Mountain
Data listed for Tall, Tall Mountain
/* course (12) .... stage36 monkey_mountain */
seqLevelActor(0x003f,S_polystar, 1200, 2600, 0150, 0,0,0, 0,0,0, e_tripstar) /* top_of_the_mountain */ seqLevelActor(0x003f,S_polystar, 1800, 1200, 1050, 0,0,0, 0,1,0, e_tripstar) /* waterfall */ seqLevelActor(0x003f,S_polystar, -2900, -2700, 3650, 0,0,0, 0,2,0, e_tripstar) /* slider_exit */ seqLevelActor(0x003f,S_polystar, 7300, -3100, 1300, 0,0,0, 0,3,0, e_tripstar) /* on_the_mushroom */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,4,0, e_tripstar) /* monkey_basket */ /* in_the_slider (cx3604)*/ seqLevelActor(0x003f,S_polystar, -7100, -1250, -4800, 0,0,0, 0,5,0, e_tripstar) /* 8_coin_in_the_slider */
Stars In-Game
Tiny-Huge Island
Data listed for Tiny-Huge Island
/* course (13) .... stage13 big&small */
/* BIG_map_cx1301 (small_mario) */ seqLevelActor(0x003f,S_polystar, -2550, 7400, 0600, 0,0,0, 0,0,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 2500, 4200, -2500, 0,0,0, 0,1,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 0350, 2700, -8500, 0,0,0, 0,2,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 0000, 3250, 6700, 0,0,0, 0,3,0, e_tripstar) /* --------- */ /* SMALL_map_cx1302 (big_mario) */ seqLevelActor(0x003f,S_polystar, -850, 2600, 0200, 0,0,0, 0,4,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 0850, 1500, -850, 0,0,0, 0,5,0, e_tripstar) /* --------- */
Stars In-Game
Tick Tock Clock
Data listed for Tick Tock Clock
/* course (14) .... stage14 clock_tower */
seqLevelActor(0x003f,S_polystar, -1260, -2280, -1260, 0,0,0, 0,0,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, -1680, -1340, -820, 0,0,0, 0,1,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, -1840, 0060, -960, 0,0,0, 0,2,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, -1580, 3060, -340, 0,0,0, 0,3,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, -1140, 6200, -780, 0,0,0, 0,4,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 1500, -4600, 0900, 0,0,0, 0,5,0, e_tripstar) /* 8coin */
Stars In-Game
Rainbow Ride
Data listed for Rainbow Ride
/* course (15) .... stage15 fire_building */
seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,0,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,1,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,2,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,3,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,4,0, e_tripstar) /* --------- */ seqLevelActor(0x003f,S_polystar, 0000, 0000, 0000, 0,0,0, 0,5,0, e_tripstar) /* --------- */
seqActor(S_itembox , 0000, 0000, 0000, 0,0,0, 0,0,0, e_itembox ) /* hane itembox */ seqActor(S_itembox , 0000, 0000, 0000, 0,0,0, 0,1,0, e_itembox ) /* metal itembox */ seqActor(S_itembox , 0000, 0000, 0000, 0,0,0, 0,2,0, e_itembox ) /* toumei itembox */ seqActor(S_itembox , 0000, 0000, 0000, 0,0,0, 0,3,0, e_itembox ) /* kame itembox */ seqActor(S_itembox , 0000, 0000, 0000, 0,0,0, 0,4,0, e_itembox ) /* 1_coin itembox */ seqActor(S_itembox , 0000, 0000, 0000, 0,0,0, 0,5,0, e_itembox ) /* 3_coin itembox */ seqActor(S_itembox , 0000, 0000, 0000, 0,0,0, 0,6,0, e_itembox ) /* 10_coin itembox */ seqActor(S_itembox , 0000, 0000, 0000, 0,0,0, 0,7,0, e_itembox ) /* 1up itembox */ seqActor(S_itembox , 0000, 0000, 0000, 0,0,0, 0,8,0, e_itembox ) /* star_box itembox */
Objects In-Game (All Have Empty Coordinates)
Commented-Out Level Objects
Some of the courses have objects commented-out in their level script, specifically in the Sstage file of the stage folder. Similar to star, many of the commented-out Stars appear to have been placeholders.
Bob-omb Battlefield
A commented-out Star can be found in sm64/maps/stage9/Sstage9.s:
/* seqLevelActor(0x003f,S_polystar, 5500,3400, 1200, 0,0,0, 2,0,0, e_tripstar ) /* Ukisima */
In-Game
Jolly Roger Bay
Two commented-out Stars can be found in sm64/maps/stage12/Sstage12.s:
/* seqLevelActor(0x003c,S_polystar, 7190,-3200,-2150, 0,0,0, 1,0,0, e_tripstar) /* after uuubo */
/* seqLevelActor(0x0001,S_polystar, 0, 1600, 3000, 0,0,0, 0,0,0, e_tripstar) treasure boxes and the yellow item block */
In-Game
Big Boo's Haunt
A commented-out Star can be found in sm64/maps/stage4/Sstage4.s:
/* seqLevelActor(0x003f,S_polystar, 690, 2200, 2500, 0, 0,0, 4,0,0, e_tripstar) /* beranda */
In-Game
Lethal Lava Land
Three commented-out actors can be found in sm64/maps/stage22/Sstage22.s:
/* seqActor(S_NULL , 0,154,-5631, 0, 0,0, 0,0,0, e_mapobj_motos_07 ) Broken bridge. */
/* seqLevelActor(0x003f,S_polystar, -1450, 500, -6700, 0,0,0, 0,0,0, e_tripstar) yama */
/* seqLevelActor(0x003f,S_polystar, 3850, 323, -5600, 0,0,0, 1,0,0, e_tripstar) bigmotos */
In-Game
Early version of Star 1, which can be seen in the Spaceworld '95 demo. This placement is the same as in the star file.
Early spawn location for the "Bully the Bullies" Star, also the same as in star.
Shifting Sand Land
A commented-out Star can be found in sm64/maps/stage8/Sstage8.s:
/* seqLevelActor(0x003e,S_polystar, -5580, 1380,-2557, 0,0,0, 0,0,0, e_tripstar) /* hagetaka */
In-Game
Alternate spawn location for the "In the Talons of the Big Bird" Star. Early screenshots of the level show this pillar in a slightly different position similar to where the Star is placed.
Snowman's Land
Three commented-out actors can be found in sm64/maps/stage10/Sstage10.s:
/* seqLevelActor(0x003f,S_polystar, 130, 1600, -4300, 0,0,0, 1,0,0, e_tripstar) /* big_motos */
/* seqLevelActor(0x003f,S_polystar,-4700, 1400, 5850, 0,0,0, 3,0,0, e_tripstar) /* fura fura de */
/* seqActor(S_movebg02, 4377,1843,4361, 0,0,0, 0,0,0, e_ice) */
In-Game
Removed object that made use of the unused cracked ice model and behavior found in the final game's data. The coordinates place it in the center of the hole leading to the ice-maze Star, requiring the player to first break through the ice before collecting it.
Wet-Dry World
Two commented-out Stars can be found in sm64/maps/stage11/Sstage11.s:
/* seqLevelActor(0x003f,S_polystar,-2200, 2600, 3500, 0,0,0, 0,0,0, e_tripstar) /*ukiita */
/* seqLevelActor(0x003f,S_polystar, 1550, 4350, 100, 0,0,0, 1,0,0, e_tripstar) /*bridge */
In-Game
Tiny-Huge Island
Three commented-out Stars can be found in sm64/maps/stage13/Sstage13.s:
/* seqLevelActor(0x003f,S_NULL, -6300,-1750, -6300, 0,0,0, 0,4,0, e_tripstar_getdummy) big Pakkun */
/* seqLevelActor(0x003f,S_polystar, 2600, 3550, -2400, 0,0,0, 1,0,0, e_tripstar) /* big top */
/* seqLevelActor(0x003f,S_polystar, -150, -500, 2000, 0,0,0, 2,0,0, e_tripstar) on small */
In-Game
Nearly identical spawn location to the "Pluck the Piranha Flower" Star. Oddly, it uses the behavior that secret Stars use. This means it would spawn as both invisible and intangible if one or more secrets were placed in the area. Its second behavior parameter is also set to 4, which... does nothing. Perhaps SM64 CMO this Star made use of some scrapped functionality for secret Stars.
Placed above the hexagonal platform in Tiny Island, implying that the platform served a greater purpose originally. The "Rematch with Koopa the Quick" Star seems to have been added in its place. Lasted long enough to receive a name in the April 25th Star name backup, "おきの ちいさなしま", which means "tiny world's small island".
Rainbow Ride
A commented-out Star can be found in sm64/maps/stage15/Sstage15.s:
/* seqLevelActor(0x003f,S_polystar, 5120, 4125, 4045, 0,0,0, 5,0,0, e_tripstar) /*on island */
In-Game