Super Mario Odyssey/Beta elements

This article pertains to the beta elements of Super Mario Odyssey.
== Unused Graphics ==
=== Unused Sprites ===
Image	Name 	Description
 	8-Bit Small Mario 	A 2D sprite set of small Mario. The only time it appears is when the player is defeated.
thumb	8-Bit Purple Coins	2D versions of the Metro Kingdom's regional coins. However, they only appear in the collected form.
=== Unused Font ===
Image	Description
 	A leftover font, from Super Mario 3D World's, is present in the game's files. However, there is a Power Moon icon in here. This suggests that this font was used in earlier development of the game.
=== Early Graphics ===
==== Global Map ====
Image	Name 	Description
 	Globe Texture 1	
* Isle Delfino was to the top-right instead of the top-left for the Mushroom Kingdom Map for unknown reasons with another island having to take the top-left above the cap of the Mushroom Kingdom island.
* The Cap Kingdom island was green rather than black and had no surrounding islands.
* The shape of Fossil Falls island in the Cascade Kingdom was a T-Rex skull instead of a triceratops skull.
* There was no alpine island-like formation near the Lake Kingdom.
* The Wooded Kingdom continent looked completely different, and did not look mountainous.
* There were less surrounding islands and no surrounding poison in the Lost Kingdom.
* The Baja California-like peninsula (where the Metro Kingdom is located) looked a lot less noticeable.
* The champagne bottle island, located near the Seaside Kingdom, was facing more upwards and didn't look like it had any champagne coming out of it.
* There were no snowy mountains below the big island where the Snow Kingdom is located.
* The location of the Luncheon Kingdom seemed to be smaller and was originally in the shape of a fork.
* The Ruined Kingdom and Bowser's Kingdom looked a lot more greener than in the final game.
* The entire map texture overall was murkier and had less bright in color compared to it's final counterpart.
 	Globe Texture 2	Isle Defino still remains in the Roughness and Normal textures of the Globe, and can still be seen in the final game by looking closely around the cap of the island of Mushroom Kingdom on the Globe.
==== Early Hint Art Thumbnails ====
Image (Early)	Image (Final)	Level/Kingdom 	Description
 	 	Seaside Kingdom 	Though the Cheep Cheep placement appears to be the same, platforming placement (and the placement of the seaweed) appear to be very different. 
* The carbonation effect of the water appears to not be present in the build where the early screenshot was taken.
* The lighting effects may either be different or appear that way due to the carbonation effect or the moved platforms.
* The bubble blower and 4 regional coins (which are already collected in the final game's screenshot) were slightly moved up in the final game, due to the addition and movement of some platforms.
 	 	Luncheon Kingdom 	This screenshot must have been taken late in development, as it seems to be almost exactly the same as the final game. The red X (and circle-like drawing in the bottom-right corner) were probably just used as placeholders.
 	 	Snow Kingdom (Poochy) 	The early screenshot is darker and the platform that Poochy is standing on appears to have some rougher edges compared to the final game.
 	 	Wooded Kingdom (Poochy)	An early version of the HUD can be seen in the early screenshot of the game, which appears to have slightly different versions of the moon icon, health bar, and minimap. For the kingdom itself, the lighting appears to be brighter with a bloom effect happening in place.
===== Miscellaneous Hint Art Thumbnails =====
The v1.2.0 update adds 20 additional thumbnails (the first of which replaced the Wooded Kingdom's Hint Art above) and all have them have the word "kanji", which translates for "Temporary" (仮), in the corner of each one. All of these Hint Art images were later tweaked a bit and shown on Nintendo's social media pages along in the Switch's news feed, pointing to the same locations. Rather than Power Moons, players can now find hidden 8-bit Luigis and Captain Toads to then receive coins (provided they are connected to the Internet in-game). Besides the Power Moon icons, that are accordingly being changed to the generic 'X' icons, some of these images were tweaked in certain other ways.
File:Super-Mario-Odyssey-early-HintArt24thumbnail.png
File:Super-Mario-Odyssey-early-HintArt25thumbnail.png
File:Super-Mario-Odyssey-early-HintArt26thumbnail.png
File:Super-Mario-Odyssey-early-HintArt27thumbnail.png
File:Super-Mario-Odyssey-early-HintArt28thumbnail.png
File:Super-Mario-Odyssey-early-HintArt29thumbnail.png
File:Super-Mario-Odyssey-early-HintArt30thumbnail.png
File:Super-Mario-Odyssey-early-HintArt31thumbnail.png
File:Super-Mario-Odyssey-early-HintArt32thumbnail.png
File:Super-Mario-Odyssey-early-HintArt33thumbnail.png
File:Super-Mario-Odyssey-early-HintArt34thumbnail.png
File:Super-Mario-Odyssey-early-HintArt35thumbnail.png
File:Super-Mario-Odyssey-early-HintArt36thumbnail.png
File:Super-Mario-Odyssey-early-HintArt37thumbnail.png
File:Super-Mario-Odyssey-early-HintArt38thumbnail.png
File:Super-Mario-Odyssey-early-HintArt39thumbnail.png
File:Super-Mario-Odyssey-early-HintArt40thumbnail.png
File:Super-Mario-Odyssey-early-HintArt41thumbnail.png
File:Super-Mario-Odyssey-early-HintArt42thumbnail.png
File:Super-Mario-Odyssey-early-HintArt43thumbnail.png
==== Miscellaneous Early Graphics ====
Image (Early)	Image (Final)	Name 	Description
 	 	Diddy Kong Suit 	An early texture for the Diddy Kong suit that the player can wear in the game. The costume is brighter in color and is missing the cloth pattern that goes over his shirt. Its stars are also arranged differently and don't have the rounded edges seen in the final version. These changes are also reflected on its roughness map.
 	N/A 	Signboard Text 	An image of some unused signboard text for New Donk City, which can be found in it's texture files, that was likely a temporary placeholder used during development (as said here: TmpSignboardFont00). It appears that Dixie Street was originally going to be named Dixie Avenue before it's change.
 	 	Early Graffiti 	This early version of the graffiti artwork can be found at New Donk City within the T-Rex chase area. Pauline's artwork was changed, the tower was completely redrawn, and the position of the logo was moved with (some) minor touch-ups.
 	 	Early Taxi Normal Map	The normal map used by the broken-down taxis, in New Donk City, are actually an early version compared to the one used by the standard taxis. The developers seem to have forgotten to update the normal map on the broken-down taxis when they updated it on the standard ones. The normal maps of models can be seen more clearly by using the coin filter of the Snapshot Mode, which was added in the v1.2.0 update. The main difference between the early and final normal map is the number plate, with the broken one saying "6258-ND". In the final game, it uses "1981-ND".
== Unused Models ==
Image	Filename 	Description
 	Mario3D 	A leftover model of Mario from Super Mario 3D World. This outfit was recolored to look like Mario's color scheme in Super Mario Bros. (Image is shown is the left)
 	CoinCollect 	A placeholder model for regional coins. A duplicate also exists under the name CoinCollectM.
N/A 	SkyPeachCastleNight	A copy of the sky that's used for the Sand Kingdom's nighttime scenario. The texture names are still the same.
=== Early Luigi Model ===
An early version of Luigi's model is present in the game's files. The final model, for Luigi’s Balloon World. adds key features. These include a bowtie, additional expressions, and textures that match Mario's better. Luigi appears to be much darker, with it's early design looking like it was from Super Mario 3D World, along with the backpack being changed to a suitcase with black straps.
Early	Final
 	
== Unused Animations ==
=== Mario ===
Animation	Animation Filename	Description
 	ArrowShootStart
ArrowShoot	Judging my these animations, and filenames, this suggests that Mario was supposed to do archery at one point of development.
 	BikeRide 	It doesn't seem to be related to Mario riding one of the motorbikes in kingdoms as those are internally called Motorcycle, along with Mario having some other animations files named MotorcycleRide, MotorcycleJump, and much more. Judging by this, it suggests that the "Bike" is something unused to it.
 	CanoeWait
CanoePaddle
CanoeTurnL
CampeTurnR
CandoeDamageStart
CanoeDamage
CanoeDamageEnd	As their name implies, these animations would've played when Mario rides a canoe, an event that doesn't occur in the final game. It seems like the player could even somehow take damage and flip over while in a canoe, as the animations say.
 	CatapultStart 	This animation suggests that Mario could've been could be launched from a catapult at one point during development. This catapult event only has the start animation suggesting it was scrapped in early development before adding the other two.
 	Fire 	Looks very similar to the animation for shooting fire with the Fire Flower from Super Mario 3D World. Though it was most likely a leftover from that game, it wouldn't make much of a difference as there are no power-ups for Mario to use in this game. They are just supposed to use Cappy at all times
 	GetShine
GetShineCity
GetShineEmpty
GetShineGrand
GetShineSub	Judging by their names, they seem to be early animations for Mario getting a Moon as the animation that's actually used for that action is called Demo_GetShine. It appears like there were going be different animations depending on where Mario gets the Moon, as the last word of these animations' names would suggest on it.
 	Hack 	The animation has nothing to do with hacking as it's the internal name for capturing things. Therefore, this nightmare-inducing animation was probably played in the Mario model early in development to signal that he captured something. It might've been used in the final game, but it's impossible to be seen by players as Mario's model becomes invisible after that action.
 	Punch 	This animation seems to indicate that Mario was allowed to punch at one point during development, just like in Super Mario 64. (Note: This is not the animation that plays when punching Bowser in the battles against him)
 	StabWait
StabStart
StabUndar
StabUndarStart
StabWallWait	These animations show Mario doing some fencing or ninja-like attacks and poses.
 	TouchJump
TouchJumpLong
TouchJumpSign	These animations appear to be ballerina-like jumps and are similar to the jumps that Mario does when jumping from ice in Super Mario 3D World. They may have been leftovers from that game.
 	WalkSoft 	This animation shows Mario tiptoeing or walking carefully, possibly along a narrowed platform or balance beam. The animation is not related to any of the cutscenes as it does not start with the prefix "Demo", which is how cutscenes are internally called in the game's files.
 	WhipWait
WhipAttackStart
WhipAttackWait
WhipAttackEnd	Possibly another unused type of attack meant for Mario. It seems like the player would've actually held onto an attack for some time, judging by the length of the WhipAttackWait animation.
 	TestDemoDriverA
TestDemoDriverB	These are the animations that were played during the first trailer of the game, which was shown during the Nintendo Switch Presentation in January 2017.
=== Pauline ===
Animation	Outfit 	Description
 	Festival	An animation of Pauline, in her concert dress, shrugging her shoulders. All she does in the final game is talk to Mario, dance, and get interrupted when she gets hit. This maybe an early ”bad answer” animation from her quiz since the final animation (with the same name) can be found with the mayor outfit instead of the festival one.
 	Festival	An animation of Pauline walking, which is another leftover from her mayor counterpart (who is seen walking casually). Since Pauline is never seen walking in her concert dress, this goes unused.
 	Festival	A scared animation, which is only used by characters when an enemy is nearby. Seeing how Pauline with the mayor outfit has the same name for the animation file, but with her final "scared" animation, it seems to be a leftover from testing.
N/A 	Mayor 	There seems to be unused "balloon" animations that are labeled as TalkSmileBalloon and TalkBalloon. However, the animations have been replaced with the normal TalkSmile and Talk animations. This possibly indicates Pauline was supposed to have a balloon quest of some sort for the player upon the update for Luigi's Balloon World.
=== Peach ===
Peach has a testface animation. As the name of it says, it was meant to see the limit of the face rig of Peach (how far can the lips and brows movement can go). This is obviously a leftover from testing.
== Unused Costume ==
A Link costume was set was included alongside with the other costumes before v1.2.0. Although every other costume that wasn't obtained in the base game was periodically released following launch in that update, with this costume being the only one that would never be seen in the final game as all references to the Link set were removed after the update.
Hat Name	Hat Description 	Outfit Name	Outfit Description
Link Hat	A hat from a far-off land.	Link Suit 	This outfit from another land comes complete with back accessories (sadly nonremovable).
== Unused Text ==
There are multiple text files left over from the demo used at E3 2017 and events happening later on. Some might not be confirmed if they are officially from E3 Demo of the game.
File Text 	Text Translation 	Additional Notes
E3SelectParts_Start 	N/A 	These might've been used in the the Main Menu Start screen of the game.
E3StageSelect_Stage00
E3StageSelect_Stage01	Stage 00 is Sand Kingdom
Stage 01 is Metro Kingdom	Sand Kingdom and Metro Kingdom are the only levels playable for the demo
E3Thank_Thank 	Thanks for playing!	
E3TitleMenu_Nintendo	© 2017 Nintendo 	
ClosetList_ListGuide	N/A 	It's unknown if this is related to the costumes in the game as all there is are button layouts.
== Unused Codes ==
=== E3 Leftovers ===
There are a few classes in the game's code that reference E3 Demo of the game. There is a sequence director that tells the game which sequence to load: the main game (under the name "Hakoniwa"), or the E3 sequence (under the name "E3Sequence"). However, the game passes the former instead of the latter as the resource loader would load the resources that are used in the Sand Kingdom and the Metro Kingdom.
It is theoretically possible to force the game to load this sequence by changing the string passed to SequenceFactory::createSequence(char const *sequenceName). However, loading this will fail due to it trying to load the layouts from the E3 File Text and creating these with the needed panes are necessary to fix this problem.
=== Version Display ===
There is a (functionally) having an unused layout called "MenuRight". It contains a pane named 'TxtVersion', which is displayed in the top-right corner of the game select screen with the placeholder text "Ver.1.0.". In 1.0.0 of Super Mario Odyssey, if the game's version didn't match 1.0.0 (which is impossible without editing the game's metadata), the game would display whatever the version is in this pane, in the format ("x.x.x"). In 1.0.1, the code was changed so that the pane would not be displayed, no matter what version the game is on
=== Player States ===
Most of Mario's action In the game's code are done through 'PlayerState' functions. The unused ones are not initialized by the player.
Filename 	Description
PlayerStateAutoDash 	This seems to be a leftover from an a very early part of development and it barely covers any animation stuff. If the player's speed was greater or equal to 12.0, then the 'exeRun' function would be activated. It looks like it would start using the 'exeDash' after some time of running, where the 'Dash' animation would play out.
PlayerStateCeilingKeep	Another code that's in a very early state during the development of the game. If the player collided with the ceiling, then Mario would go into this state. It looks like the player would've slid forward onto the ceiling with a velocity of 20.0 in whatever direction Mario was already looking at, until they weren't on it anymore. If the player were to fall off the ceiling, then they would slowly fall onto the ground and another state would start to activate.
PlayerStateFreeRun 	A very fleshed out running action. It seems like the player would've gone really fast and stopping would mean to 'brake'. It would start with the animation 'RunStart' and get faster from that point to a dash.
(Note: The 'Dash' animation is for dashing, 'DashBrake' is for stopping, 'DashTurn' is for turning while dashing, and 'Turn' is for turning while braking).
PlayerStateJump2D3D 	An unused function that was meant for jumping out of a 2D area.
PlayerStateNormalFall 	An unused function for falling.
PlayerStateNormalWait 	An unused function for when the player is just standing on the ground. The function that's used instead, in the final game, is 'PlayerStateWait'.
PlayerStateRun 	An unused function for running. It uses the same 'Dash' animations from 'PlayerStateFreeRun' with even an unused function that doesn't get used in that state as 'exePivot' would need to turn the player with a 'TurnPoint' animation.
PlayerStateRun2D3D 	This would've been used to check whether the game should use 'PlayerStateRun' or 'PlayerStateRun2D'.
PlayerStateSwordAttack	In this state, Mario would've wielded a 'PowerGrove' actor, with it's filename having a typo for a power glove. It uses the animations 'Punch' and 'Fire', and would've also been used for punching. Each punch would've resulted in a 'CapAttack' action based off of the code for the glove itself.
PlayerStateTargetJump 	This would've been a pretty powerful jump that would've been activated by a TouchTargetKeeper. The animations for it are 'TouchJumpLong', 'TouchJump', and 'JumpBroad'.
PlayerStateTouchMove 	This is also activated by a TouchTargetKeeper. But unlike the previous one, this does nothing. The only instruction in the 'exeJump' function is a return.
=== Unused Actors ===
Video Clip	Filename 	Description
N/A 	PlayerPowerGlove	An unused actor that would've been a power glove. It has two hit sensors, 'Body' and 'Attack'. The 'Attack' sensor would send a 'CapAttack' action.
 	Player 	A test player that can move, jump, and fall. Luigi's model, shown in the video on the left, is used as a replacement due to the archive that Player used in development is not present in the final release.
(Note: This is not to be confused with PlayerActorHakoniwa, which is the actual player themself)
=== Unused Modes ===
Filename 	Description
rs::isModeE3MovieRom 	Slows the game down to 30 FPS and removes most of the UI elements, including their animations.
rs::isModeE3LiveRom 	Snaps to a black screen after the controller screen and plays the title song without Mario's voice.
rs::isModeE3Rom 	Removes all the warp paintings and forces the third long jump animation for all long jumps, preventing the player from using the globe on the Odyssey (just like in the Kiosk and E3 Demos of the final game), disables snapshot mode, and makes the game crash when entering any loading zone.
rs::isModeDiverOrJungleGymRom	Resets Mario's clothes to default when entering and prevents the player from changing Mario's clothes and also removes most of the UI elements in the same way that the previous mode does.
rs::isModeDiverRom 	This mode resets Mario's clothes to default when entering, but doesn't prevent the player from changing them later.
rs::isModeMovieRom 	Slows the game down to 30 FPS, just like the rs::isModeE3MovieRom. However, this one while keeps the UI elements unlike the other one.
== Unused Music ==
Clip	Name 	Filename 	Description
 	Multi-Moon 8-Bit Jingle 	WsdRsBgmJgGrandMoonCeremony8bit 	This is a jingle that's used for getting a Multi-Moon during the "A Traditional Festival!" mission in New Donk City. However. the 8-bit version is not used as the player obtains it's in 3D.
 	Early Title Screen Music	RsBgmE3Title.nk.48.dspadpcm.bfstm	This is the title screen music from the game's E3 2017 demo, as the filename suggests. It's a version of the New Donk City theme that was stripped down to just the piano and trombones, with some percussion.
== Unused Area ==
In the Metro Kingdom, there is a room with a 2D section and a music note that (when collected) makes a group of them appear for Mario to collect in both 2D and 3D. This area has a second mirrored copy of the room stored just off-screen, which cannot be seen without hacking and appears to serve no purpose in the final game
== Unused Moon ==
Originally, the tracing game in the Moon Kingdom was going to be in the shape of a star, but in the final it was a circle. It was most likely scrapped because of it's difficultly of getting 90 points almost impossible to obtain.
== Removed Stages ==
Found inside various BYAML files in WorldList.szs are references to several removed test stages.
Early Stage 	Final Stage 	References
KakinumaCapIslandTest000Stage 	CapWorldHomeStage 	StageList
TestAoyagiRaidBossStage 	BossRaidHomeStage 	StageList
TestEisaku160303aStage 	 	ExStageList
TestEisaku160915Stage 	 	ExStageList
TestHarayama120Stage 	 	ExStageList
TestHiratake212Stage 	 	ExStageList
TestIwasa049Stage 	TrexBikeExStage 	ChangeStageList
TestIwasaTrexPoppunZone 	TrexPoppunExStage 	ExStageList
TestKiriyamaPeachCastle000Stage	PeachWorldHomeStage 	StageList
TestKitahara040Stage 	Special1WorldHomeStage	StageList
TestKitahara041Stage 	Special2WorldHomeStage	StageList
TestKitazonoKoopaLv0Stage 	CloudWorldHomeStage 	StageList
TestMoonWorldBase 	MoonWorldHomeStage 	StageList
TestNodama048Stage 	 	ExStageList
TestOkamoto102Stage 	 	ExStageList
TestTakahasi022Stage 	 	InvalidMapOpenList
== Unused Level Scenarios ==
Kingdom 	Scenario	Difference
Cloud Kingdom 	4 	It's nearly empty, aside the Odyssey and the first three cloud platforms. The only Moon that remains is the one from the Hint Art.
Ruined Kingdom	4 	The Odyssey is missing and, by extension, the landing cutscene is skipped. The wire to the boss arena, some with invisible coins, and all objects in the boss arena are missing.
Dark Side 	2 	Part of the carrot tower and doors to the sub-areas are missing, along with the loading zones being left out too.
Darker Side 	2 	All that's different here is that Pauline isn't anywhere to be seen.
== External links ==
Super Mario Odyssey on The Cutting Room Floor
Category:Beta elements