Trajectile/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.
Contents
- 1 Regular Stages
- 1.1 stage_00100
- 1.2 stage_00101
- 1.3 stage_00105
- 1.4 stage_00107
- 1.5 stage_00108
- 1.6 stage_00109
- 1.7 stage_00110
- 1.8 stage_00111
- 1.9 stage_00112
- 1.10 stage_00113
- 1.11 stage_00150
- 1.12 stage_00151
- 1.13 stage_00152
- 1.14 stage_00153
- 1.15 stage_00154
- 1.16 stage_00155
- 1.17 stage_00156
- 1.18 stage_01000
- 1.19 stage_01001
- 1.20 stage_01002
- 1.21 stage_01043
- 2 Test Stages
- 3 Placeholder Stages
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
- 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 | International | ||
---|---|---|---|
Missile Type | Offset(s) | Missile Type | Offset(s) |
Reflector | 4 | Reflector | -8, 2, 6 |
Reflector | 4 | Reflector | -8, 2, 6 |
Driller | -6, -4, 0, 2, 4 | Reflector | -8, 2, 6 |
Driller | 3 | Reflector | -8, 2, 6 |
N/A | N/A | Reflector | -8, 2, 6 |
Reflector | -8, 2, 6 | ||
Reflector | -8, 2, 6 | ||
Reflector | -8, 2, 6 | ||
Driller | 3 |
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
- 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