New Super Mario Bros. Wii/Unused objects

NSMB Wii isn't a direct port of the DS game, but it includes a lot of features from it which were never used in the sequel. In addition, it also includes some totally new unused things.

Four self-rotating platforms
Sprite 52 These are a port of New Super Mario Bros. DS' 2-Tower platforms. They use "test_lift.arc" as their model. The rotating speed can't be changed, but the direction can.

See-saw platform
Sprite 49 This platform also uses test_lift.arc and is a port of New Super Mario Bros. DS' one from 1-2. It bobs to the left/right slightly by itself and dips sharply when a player stands on it. Can be event triggered, you can change the tilt limit and its length.

Trampoline wall
Sprite 87 Also uses test_lift.arc, it bounces the player in the opposite direction when touched. It can be glitchy (shoot you high in the air) if you mess with it enough. The height can be changed.

Rising player platform
Sprite 55 A port of NSMBDS 7-2 platform, it uses test_lift.arc. It's also similar to this game's 7-Tower Wiimote controlled grinder, but the tilt is controlled by the player walking on it. There are a lot of options regarding this platform: You can set it, so it disappears if the player isn't standing on it for a brief amount of time, you can change when it starts rising (immediately upon level launch or as soon a player steps on it), and also the direction of its movement. Sadly, it seems that the platform glitches and stops moving once it reaches a certain height.

Rotation Controlled Deactivation Block
Sprite 252 Looks like a normal ? block, but can be attached to a rotation controller. When hit, it deactivates set event. You can also choose how many times the block can be hit before it turns used.

Wii Remote Controlled Doors
Sprites 319 and 320 oiBhxfjE-Jc They look like a giant door. Mario always goes behind them, even if the door is on a different layer from him. You can open the doors by tilting the Wii Remote to the right. Sprite 319 opens like any normal door, while 320 slides to the right.

Swinging Pendulum Lift
Sprite 123 These have been ported from the DS game, along with their model and textures. They work like the NSMBW's World 6-Castle ones, except that they self-rotate (you don't need to attach them to a rotation controller for them to move). You can adjust their swing arc, speed and size.

One-way gate
Sprite 174 Another port of NSMBDS object, this gate allows the player to cross only from one direction. Very glitchy; the only usable ones are "enter from the right" and "enter from the left" ones; you go right through the "enter from the bottom" one, and "enter from the above" can only be used once.

Moving Stone Block
Sprite 27 and 28 Yet another port of NSMBDS object (with the same low-res textures), this little stone block is a simple moving platform/blockade. Sprite 27 moves vertically, 28 horizontally. Comes with lots of different options: can be event triggered, you can change its direction, speed, move distance, you can make it slow down gradually, and you can edit its height and width. The last one also includes a rendering error, where the middle part will be empty if it's set to anything more than 0. A similar functionality-wise block exists in NSMBW, and is used in 1-Tower.

River Controller
Sprite 243 SOjiKdkDYh8 This sprite will create a current in all water objects in the level. It doesn't have any graphical representation of it, though. You can set the current force and the direction. Some objects have been coded to use this, such as the Floating Barrel and the Lily Piranha, but they always go to the left (even if the current is set to the right), with much higher speed than set on the sprite. There also have been planned more of these objects, since there are references in the code to RIVER_PUKU, RIVER_PAIPO, RIVER_PAKKUN, RIVER_STARCOIN and a few others. There's also sprite 244, "RIVER_MGR", which does nothing.

Floating Coin
Sprite 225 This sprite, when placed underwater, will create a coin, which will float on the water. It's unknown why it was unused, but it's probably because it looks slightly weird when tilting on the water.

Various moving stone blocks
Sprites: 30, 81, 82, 83, 84, 85 and 86 Similar to sprites 27 and 28, but with a new model and texture, and, with possible spikes! Also has a load of different options, is event triggerable, you can set its speed, delay before movement and return, movement direction, width and height and movement distance. This time, though, no rendering bugs are involved.

Bubbles w/ controller
Sprites 328 and 329 This sprite spawns bubbles which push Mario through the water. There are options for size, spawn delay, bubble move speed and direction. The Bubble cannon ID lets you assign it to sprite 329, which has the same options, with bubble size replaced with starting spawn delay. The kanji on the bubble says "temporary."

Key
Sprite 77 A simple key, which, when collected, spins and flies toward your star coin counter. No sound, nothing gets triggered.

Giant Buzzy Beetle
Sprite 296 A scaled up version of the Buzzy Beetle, complete with a speed setting. Doesn't recognize if a platform ends, and because of that, it can walk on air. You can stand and ride it safely. It can only be defeated with a POW block.

Giant Brick Block
Sprite 157 This ugly, shading-less block can be easily destroyed, and can contain just about any item (even the key mentioned above). Hitting it produces the same sound, as hitting a normal brick with small or mini Mario. It has a nybble which sets the amount of times it can be hit before it breaks.

Loose Arrow
Sprite 143 Simple arrow, which can point to all 8 directions. Port (the same graphics as) the NSMBDS one, used, for example, in 2-3. It seems dark, because of weird shading.

Conveyor Belt Spike
Sprite 222 Attaches itself to a conveyor belt and moves alongside it.

Yoshi Cookie
Sprite 357 Exact same function as Yoshi Fruit.

Meltable Ice Cube
Sprite 294 A simple meltable ice cube, with steam coming out of it. Most likely scrapped in favor of ice cubes with coins in them.

Autoscroll Block
Sprite 91 Appears as a simple blue block with an arrow. Can turn on autoscrolling, because it sets Sprite 91's (Autoscrolling controller) nybble 7 to 3 (Start autoscrolling without events).

Random Event Controller
Sprite 36 Allows an event (like a switch being pressed) to activate one of up to four event IDs specified.

Rolling Barrel
Sprite 288 Starts rolling as soon as it appears on screen. Breaks if it hits a wall. Will only knock back the player (won't hurt him).

Amp Generator
Sprite 108 Generates a stream of Amps which will follow an on-screen line path. Has lots of options; movement speed, delay between spawning, number of amps spawned and Z-order option.

Path Controlled Platforms
Sprites 160 and 287 l4Zb7GiK6SU Sprite 160 uses the grabbable ice block graphic and sprite 287 uses test_lift.arc. They're complete, and have lots of options; width, height, movement ID, starting node and an option which decides what the platforms do at the final node of the path.

Rotation Controlled platforms
Sprites 97 and 107 They load test_lift.arc, but it's unclear how to make them show up in a level and work.

Rotation Controlled pipes
Sprite 254  A very buggy sprite - requires a Spinning Rotation Controller, but even then, it's quite random when it appears and when not. You can set its length and the direction it will face at the start of the level.

Final Boss Brick
Sprite 481 While this technically appears in the game, it's not used as a sprite. It's displayed when Giant Bowser is defeated at the end of the game (the falling golden bricks). It has a nybble that sets its size. Curiously, if said nybble is set too high, the game crashes.

Balloon Powerup
Sprite 171 Appears during the Coin Battle/Free For All modes, but it's not used as a sprite. Its only nybble makes it show up. The powerup cannot be changed, and is always a mushroom.

Invisible Spinjump Coin
Sprite 417 Spawns a coin when the player performs a spinjump nearby. Never used, but the behaviour is the same as the decorative flowers that are used.

Giant Wiggler Generator
Sprite 241 Requires a path, but I was never able to spawn a single giant Wiggler.

Red ! Switch
Sprites 42 and 45 Looks just like the switch that destroys the bridge in the fake final fight, however it can also turn on red outline blocks (just like its counterpart from NSMBDS). It also has all the basic functionality of other switches. Sprite 45 is a brick which contains this object. Was probably scrapped because of the switch in World 3.

Early Micro Goomba
abmAWEomVPc Not a sprite, can only be spawned through further hacking. This actor, named EN_MAME_KURIBO, spawns a miniature (about half in size) Goomba, which gets destroyed and flies offscreen when touched. If Mini Mario touches it, he gets sent up like if he just jumped on it. This is how Micro Goombas acted in New Super Mario Bros. for the DS. They were scrapped in favor of Super Mario Bros. 3-style micro goombas.

Smashed pipes
These were created by Mega Mario in NSMBDS - they're functional, but it's impossible to spawn them through normal gameplay.

Duplicate sprites
Sprite 226 is a duplicate of sprite 205 (Giant Bubbles from 7-2). Sprite 421 is the standalone fake ghost house door - used ones are simply real doors with a setting enabled. Sprite 218 is a duplicate of sprite 221 (Invisible Coin Block), except with it's settings hardcoded - it always produces a single coin.

Big Coin
EN_ITEM (Actor that handles all the powerups) has an internal type which, when spawned, creates a gigantic coin that hops up and then explodes into a bunch of smaller ones. Player is awarded 30 coins. There is no way to spawn this via any of the sprites in the game.

Broken

 * EN_GAKE_NOKO, deletes itself upon level launch. Loads the fence koopas. It seems the original intention was to have Koopas walking on shimmy ledges in Mountain levels.
 * EN_REVERSE, attempts to load a file which doesn't exist in the final game (Sample/tobira.bti), and crashes the retail game. If you add the file to the disc, it reveals that it's some sort of a portal, which, when you press the up button, changes the layer Mario's on to 2.
 * MASK: used internally by the game to handle lighting, but it can also be created from a level (and does nothing if so)
 * TAG_THUNDER: named in the same way as the object that creates the wind effect, but seems to do nothing
 * KAWANAGARE: located right next to RIVER_MGR, possibly was going to be related. Kawanagare means "to drown"
 * EN_BLUR, LIFT_TORIDE_ROLL, DUMMY_DOOR_PARENT, DUMMY_DOOR_CHILD, EN_WALLINSECT, WALLINSECT_MGR, EN_HELPOS, EN_BOYON, EN_REMOCON_TORIMOCHI, EN_IWAO, EN_GHOST_JUGEM, SHIP_WINDOW, AC_BLOCK_GROUP, BRANCH, SLOW_QUICK_TAG: no code at all

Unused Features

 * Banzai Bills have an unused setting which increases their size. Their collision isn't resized, though. Could be early test for King Bills.
 * Doors can be attached to a rotation controller and sway or spin, although they can't be entered correctly when this option is enabled.
 * There's an used sprite in the game, which generates rolling spike balls. There's an option to spawn the unused rolling barrels instead.
 * There's an option for the flying parabeetles that makes them stand still and face the player, look to the right side or face the background.


 * Killable King Bill; there's an animation for a King Bill dying. They can be killed in the original game by punching a block while the king bill is above it.
 * There's an unused setting of the "Big Cheep Cheep" sprite (334), which lets you spawn big aggressive green or shy yellow variations of cheep-cheeps, the big green one was used once in the entire game, in world 1-4, but the yellow one is completely unused.

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 * Unused clouds; the drifting death clouds from 8-1 can be put into a sprite location. They're instant-death, no matter which powerup you have, but you can sway them away with a spin jump. There's also an option which will make the clouds fall behind the scenery.