New Super Mario Bros. Wii/Unused Level Features

New Super Mario Bros. Wii's lost levels seem to sadly have been removed from the disc. However, it turns out the final levels contain a lot of testing and unused features: The file for 1-Coin (only accessible in Coin Battle mode) includes an unfinished version of the final area from World 7-Tower. It's missing many objects and coins and also has several layout changes. You can see the full list of differences here.
 * aZvGoWpycr4

The file for 2-Coin (a level which is a wacky version of World 1-1 from Super Mario Bros.) includes a version of the original bonus room, but there's no way to access it from the overworld. There's lots of coins attached to a spinning controller. The reason for removal is probably that the pipe which was supposed to lead into this area had a star coin put into it, and it glitches now when you enter it.
 * NSMBWunusedlevel.png

There is a single tile located to the left of the zone in the first tower.
 * NSMBW1-TowerUnusedFeatures.png

There is an unused entrance at the start of the underwater portion of Level 1-4. Entrance ID: 1.
 * NSMBWii1-4UnusedEntrance.png

Another unused entrance, this time in 2-1, just before the final portion of the level. Entrance ID: 32.
 * NSMBWii2-1UnusedEntrance.png

There are three unused entrances in World 2-2. They all seem to have been used for testing. Entrance IDs: 32 (Near the midpoint), 4 (Near where you fall down off the Coin Heaven area), 8 (Under 4).
 * NSMBW2-2Unusedentrance.png

2-Tower has an unused entrance with ID: 0 in Area 4.
 * NSMBW2-TowerUnusedFeatures.png

Level 4-1 has a load of coins underneath the zone.
 * NSMBWiiUnused4-1features.png

Level 5-1 has a lone Red Koopa Troopa located underneath the zone.
 * NSMBWiiUnused5-1features.png

World 6-1 has 7 coins located underneath the zone. They are completely unreachable.
 * NSMBW6-1Unusedfeatures.png

In addition, there's an unused entrance, near the Red Coin area. ID: 6.
 * NSMBW6-1Unusedentrance.png

Level 6-2 has a load of unused entrances. Two of them, with ID 7 are located right near the start of the level and right at the start of the underground portion. Both of them lead to Entrance ID 0 in area 3. One of the entrances, with ID 0 is located near the end of the level and leads to itself. The last entrance, with ID 32 is right near the midpoint.
 * NSMBW6-2Unusedentrance.png

Level 6-5 also has an unused entrance. ID: 32.
 * NSMBWii6-5UnusedEntrance.png

7-3 has an unused entrance with ID 6, which leads back to the start of the level.
 * NSMBWii7-3UnusedEntrance.png

Level 7-4 also has one. ID: 32.
 * NSMBWii7-4UnusedEntrance.png

Level 7-6 has a small unused Sprite location underneath the zone, ID: 17. No sprite is assigned to it.
 * NSMBW7-6Unusedfeatures.png

Level 8-2 has an unused Entrance right near the place you find the secret exit. Presumably, it was used to test the stage. Entrance ID: 32.
 * NSMBWiiUnused8-2Entrance.png

8-Tower has an unused entrance with ID: 32.
 * NSMBW8-TowerUnusedFeatures.png


 * NSMBWiiUnused8-5features.png

Level 8-5 has probably one of the strangest unused features of all the levels. Near the midpoint, above the zone is a weird structure. You cannot possibly make it in there, but you CAN bump your head on it. It seems to have no purpose whatsoever.

Level 8-7 has an unused autoscroll path for both zones. It mostly seems to follow the level design, but it's way too fast in certain spots for the bonecoaster to catch up. In addition, it's completely wrong just before the end of the first zone, which indicates that the level was different there. The autoscroll sprite and the event activation sprites are still in the level, but the events don't match so the autoscroller never starts.
 * NSMBWiiUnused8-7features.png

In addition, 8-7 also has two unused entrances: 0 and 4, both in the second zone.
 * NSMBWiiUnused8-7Entrance.png

Final Castle level has a bunch of tiles outside of the first zone.
 * NSMBWUnusedLastCastleFeature2.png

Final Castle level has even more tiles outside of a zone. This time, the midpoint one.
 * NSMBWiiUnusedFinalCastleFeatures.png

World 9-4 has an unused entrance with ID: 1 halfway through the level.
 * NSMBWii9-4UnusedEntrance.png

World 9-6, just like 9-4, has an unused entrance with ID: 1.
 * NSMBWii9-6UnusedEntrance.png

Just like two previous levels, there's an unused entrance with ID: 1 in 9-8. This might suggest that they intended to put midway points in World 9, or, these three levels weren't originally a part of it.
 * NSMBWii9-8UnusedEntrance.png

Early Level Configuration
In the World Map folder on the disc, left behind is an unused configuration file for the "Collected Star Coins" screen (CollectionCoinCourseSort.arc). From it, we can learn early level layout. You can see its full contents here.


 * World 1 didn't have 1-6.
 * World 2 had a Ghost House and lacked 2-6.
 * World 3 had two Ghost Houses.
 * World 4 had 4-7 and didn't include the Ghost House and Airship.
 * World 5 had 5-7.
 * World 6 has 6-7, and could have no airship.
 * World 7 had 7-7 and didn't have the Ghost House. It could have included a cannon.
 * World 8 had a second tower, marked as "Secret".
 * There's no World 9 yet.