New Super Mario Bros. Wii/Unused Level Features

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Hmmm...
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.

(Source: Original TCRF research)

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.

(Source: Original TCRF research)

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.

(Source: Original TCRF research)

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.

(Source: Original TCRF research)

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.

(Source: Original TCRF research)

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

Nice try, Nintendo

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.

(Source: Original TCRF research)