New Super Mario Bros.
|New Super Mario Bros.|
Also known as: New Chaoji Maliou Xiongdi (CN)
This game has unused areas.
This game has a notes page
|This page sucks. If you can make it suck less, that'd be awesome.|
Specifically: The whole page is in dire need of a rewrite.
New Super Mario Bros. pretty much resuscitated the idea of all-new side-scrolling Mario games. Not unlike its kinda-sorta-sequel, this game has a lot of unused stuff.
There appears to be an unused single-player snowwar minigame (which can be seen in prerelease footage (E3 2006 Trailer))
Make some of these pages smaller and put them on the main page
| Unused Levels|
Most are just Mario vs. Luigi stages that didn't make the cut.
| Unused Graphics|
Including leftovers from Super Mario 64 DS!
| Unused Tiles|
All sorts of stuff.
| Unused Tilesets And Backgrounds|
Some 8-bit background fun in here.
Finish this: User:Hiccup/NSMB_Actor_Parameters and test sound sets to see if unused sprites have sounds.
Unused Header Options
Mini Mario Physics
Appears to cause the player to use Mini Mario's physics no-matter which powerup (e.g., floating and leg kicking). But there seems to be some side effects: they use an unused animation while walking or running (taking long strides), cannot wall jump, fly huge distances when fired from a Pipe Cannon and when this setting is enabled when the player is Mini Mario; they act like they are heavy.
Start As Mini Mario
Causes Mario to start as Mini Mario. It was probably used for testing, rather than for any real gameplay purpose.
Unused "Love me not" minigame music"?
- BGM_CHIJO (BackGroundMusic_Above_Ground).
An unused track that sounds similar to the Mario vs. Luigi music and very similar to the one used in the game's E3 2005 trailer (right). It features a slower tempo and different instruments. It can be heard by setting a level's music value to 0x63.
The unused music features wobble and ground-pound sound effects. The enemies dance to the wobble sound (much like the "wah" and "ding" sound in used tracks). These sounds are not present in either the final track or the trailer, although the trailer version is still closer to the unused track than the final version is.
A watery ambiance track, probably meant to be used in Cheepskipper's or Petey Piranha's boss room.
The file name indicates that this is a test track. It seems to be a shorter version of the credits theme with less instruments.
- SE_PLY_JUMP_3 & SE_PLY_JUMP_4
Early versions of the game used a different sound effect for Small Mario jumping and Super Mario jumping, straight from Super Mario Bros..
- /sound_data.sdat/WaveArc/WAVE_PLAYER_COMMON/SWAV 1
A wobbling sound.
This sound made up the sound effect played when the player touched the blue midway-point ring seen in early footage.
- SE_EMY_GAMA_LAST (SoundEffect_EneMY_Scuttlebug_Last)
Sounds like it being stomped and a coin coming out?
- /sound_data.sdat/WaveArc/WAVE_OBJ_FENCE/SWAV 1
A clang sound. Used in Super Mario 64 DS.
Crash Dump Screen
There is a hidden crash dump screen in the game. Some other DS games developed by Nintendo use similar screens. To access the crash dump screen, first crash the game (the easiest way to do this is by removing the game card during gameplay), then hold L + R + A + Left, let go, hold Down + B, let go, and finally hold Start + Select.
The top screen shows the contents of the file BUILDTIME and the reason for the crash, while the bottom screen shows a stack dump.
Every version of the game has a plain-text file called BUILDTIME in the root of the ROM filesystem:
|UROM2006-03-29 09:48:19nitro-mj||EROM2006-04-26 14:20:08nitro-mj||JROM2006-04-04 19:07:45nitro-mj||CROM2009-04-27 20:29:28nitro-mj|
|US demo||Europe demo (both versions)||Korea|
|UROM2006-04-07 11:29:13matoba_t||EROM2006-04-27 11:13:34matoba_t||KROM2006-12-27 14:32:43matoba_t|
matoba_t refers to the game's Assistant Director, Taku Matoba.
nitro is the DS's code name. mj is likely a codename for New Super Mario Bros.
New Super Mario Bros. Wii uses this for part of its save-files name.
There is a second version of the European Demo (Serial: NTR-Y78P-EUR) but the only difference is a slightly different header that causes DSi consoles to boot straight into the game when the console is switched on, skipping the System Menu. These were used for DSi XL demonstrations, to prevent users from accessing anything other than the game. The rest of the ROM is exactly the same.
You can't save here.
Do you want to quit?
The game.bmg file is the world map text.
The internal name for the Underwater music is water3, which suggests that either there were once three different underwater themes or this is the third revision of the theme.
Unique Credits Sounds
These sounds play when certain letters in the Staff Roll are touched. Unlike the other sounds effects, they are not used outside the credits. Judging from their file names, they would have been used in VS Mode when a player was hit by their opponent's fireballs. In the final game the "Mario and Luigi collision" sound is used.
Blank Sound Files
There are also some empty or duplicate sound files:
- SE_PLY_WARP - Maybe related to the removed warp block?
- SE_EMY_FUMA_FUWA_L (SoundEffect_Enemy_Stomp_Spindrift_Luigi) - Luigi stomping on a "Spindrift", a cut enemy from Super Mario 64 seen in early screenshots.
- SE_EMY_FUWA_FUMU - Same as above
- SE_SYS_VS_COUNT - Likely a countdown, before the competition starts.
- SE_SYS_VS_COUNT_LAST - Same as above.
- SE_PLY_PLAYER_FUMU - Similar to the sound of an enemy being stomped. In early versions of the game, players could squish each other by stomping.
- SE_VOC_MA_GET_ITEM - Something like in Mario Advance where Mario says "Just what I needed"? (Fun Fact: New Super Mario Bros was actually considered as Super Mario Advance 5).
- SE_VOC_MA_GET_ITEM_2 - Same as above
- SE_EMY_DOWN_BY_PUNCH - In early versions of the game the player could punch and kick in Super, Fire or Mega forms with R.
- SE_OBJ_BLOCK_KICK - Same as above
- SE_PLY_KICK - "
- SE_PLY_PUNCH - "
- SE_OBJ_GET_THUNDER - In early versions of the game, there was a thunder powerup, see Lightning Bolt.
- SE_OBJ_PUFF_MUSH & 2,3,4,LAST - In early versions of the game you had to push Mega Mushrooms out ? blocks by hitting them multiple times.
- SE_PLY_LAND - The game was more [Super Mario 64] esque in early versions; the player would make a sound when landing.
- SE_EMY_UTSUBO - Small Unagis don't make a sound when swimming, big ones do.
- SE_EMY_BUBBLE_IN - Podoboos (Fire Bubbles) don't make a sound when they enter lava, but they do when they exit it.
- SE_OBJ_UKISHIMA_S - Some kind of removed object? "UKISHIMA" means a floating mass or island mirage.
- SE_OBJ_UKISHIMA_L - Same as above
- There are sound effect files for the zooming in and out of the camera in the world map, but they are empty.
Unlike all the other bosses, the Mega Goomba's sound directory ("huge kuribo") does not have boss at the beginning or end of the name. In early versions of the game, Mega Goombas appeared as an enemy as well as a boss.
You can see the early enemy and boss versions here.
The internal name for the Star Coins is DRAGON_COIN, a la Super Mario World.
The horned enemy in World 5 is called bully internally, a reference to the similar "Bully" enemies of Super Mario 64.
Unused Tile Settings
- Solid-on-bottom - Like the solid-on-top, but... the opposite. 00 00 00 40.
Each level has an entrance type setting which affects how Mario enters the area (exit from a pipe, jump from bottom of the screen, etc). There are several entrance types that are not used by any levels.
The player spawns in the tile above where the entrance is placed.
The player spawns in the tile above where the entrance is placed, then jumps.
Like Entrance 2, the player spawns in the tile above where the entrance is placed.
Like the used "Exit from door" entrance, the player spawns coming out of a 3D door which disappears to reveal whatever is behind it once it has closed. In this instance, though, the player and door spawn in the tile above where the entrance is placed.
Like the entrance used when the player first spawns or re-spawns when dead in Mario vs. Luigi mode, the player comes out of a pipe which grows out of the ground and then fades away. But with this one, the player appears to be walking out of a door while coming out of the pipe.
When the player spawns from this entrance after exiting from another area, the player looks like they are coming out of a doorway but without the door.
An earlier version of this entrance can be seen in this video of an early build at 1:25 and 1:58.
Same as Entrance 15.
Unused THING Behaviors
Behaviors which are in the enemies coding, but cannot be seen in the normal game for one reason or another.
Most sprites can be killed by getting touched by Star Mario or getting the block they are standing on hit from below – even if there is no Star powerup in the level or the enemy does not appear on top of a block.
Pokeys can be killed by performing a drill spin on them, by using a tornado or spin block. The only levels that actually contain both a Pokey and a tornado/spin block are Unused Levels 4 and 5, which have tornadoes.
Sprites bounce if they are on a tight rope when the player lands on it.
Bug, level and collision code differences between the J, U, E, C, K, E-Demo (E-Demo-2 only has a header difference - see Build Date section), U-Demo and possible J-Demo (User:Kobosuke#New_Super_Mario_Bros. - undumped) versions.
The trademark wasn't registered quite yet in the international release. The Japanese, Korean, and Chinese versions have a subtitle (in their respective languages), and the Korean version has a copyright date of 2006-2007 instead of just 2006. The Chinese version has the 2006 copyright plus a 2009 iQue copyright as iQue released it in China.
- World 6-Castle - in the US version, the tall room with the boss door is located within the main level file. The Japanese, European, and Korean versions moved the room into its own file, which is a bit odd since there's really no reason to do so and nothing was added or removed.