The Cutting Room Floor now has a Patreon page. Thanks for all your support!

If you've blocked our ad, please consider unblocking it.
We promise it isn't annoying. No flash, no sound, ever.

Ads by Project Wonderful! Your ad here, right now: $0

New Super Mario Bros.

From The Cutting Room Floor
(Redirected from New Super Mario Bros)
Jump to: navigation, search

Title Screen

New Super Mario Bros.

Also known as: New Chāojí Mario Xiōngdì (CN)
Developer: Nintendo EAD
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: May 25, 2006
Released in US: May 15, 2006
Released in EU: June 30, 2006
Released in AU: June 8, 2006
Released in KR: March 8, 2007
Released in CN: July 2009


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


NotesIcon.png This game has a notes page
PrereleaseIcon.png This game has a prerelease article

SOMETIMES I SEE A TEXT BOX AND I JUST CAN'T HELP MYSSDFGFFDHFGDJGGFSHGDFH
This page sucks.
If you could make it suck less, that would be awesome.
Specifically: Lots of to-dos to do.

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.

Hmmm...
To do:
  • There appears to be some unused minigame variations. Also, create a decent unused sprites and sprite data page/section.
  • The 'bg' folders seem to contain some interesting files.

Sub-Pages

Hmmm...
To do:
Make some of these pages smaller and put them on the main page
NSMB-UnusedLevel5SubPageIconMockup.png
Unused Levels
Most are just Mario vs. Luigi stages that didn't make the cut.
NSMBUnusedWorldIconFourAncient.png
Unused Graphics
Including leftovers from Super Mario 64 DS!
NSMB-UnusedTilesBossRoomLavaSubPageIconMockup.png
Unused Tiles
All sorts of stuff.
NSMB-Volcano3BgBothFixedSubPageIcon.png
Unused Tilesets And Backgrounds
Some 8-bit background fun in here.

Unused Header Options

Mini Mario Physics

Mario uses the otherwise unused animation zero_g_walk and appears to use some sort of variation of the Mini Mario physics (e.g., floating and leg kicking) no matter which powerup he has. However, he can't wall jump and flies huge distances when fired from a Pipe Cannon. When this mode is on while the player is Mini, Mario won't be nearly as floaty. It's unknown where this would have been used.

Start as Mini Mario

Mario will start a stage as Mini Mario. It was probably used for testing, rather than for any real gameplay purpose.


Per-area backgrounds and tilesets

The level header blocks defining backgrounds and tilesets can contain multiple entries. Each area can be set to use different background and tileset entries, which would in theory allow for multiple areas with different graphics in the same level. Unused level 3 uses this.

In practice, the code for this feature is incomplete, and a number of issues prevent it from working as intended:

  • The feature was designed for an older revision of the game which used a different VRAM layout.
  • The code handling backgrounds is inconsistent, reading the several background properties from different entries. This results in broken backgrounds.
  • When changing areas, new graphics aren't loaded, except for the Jyotyu (blocks) palette.

It is also unclear how the support for multiple tilesets would have worked. It seems extra areas would have used tilesets 2 and up. However, in the final game, tileset 2 is occupied by the end-of-level castle.

Unused Actor Features

Multiple Chain Chomps

The Chain Chomp sprite has support for spawning multiple Chain Chomps attached to the same pole. However, this is disabled, and the game panics if a sprite with more than one Chomp is encountered.

With a USA ROM, setting RAM address 0x02172A78 to 0xE1A00000 after entering a level re-enables the support for multiple Chomps. This can cause quite the mess,as the Chomps tend to overlap each other a lot, and too many of them will cause a slowdown.

Trying to free multiple Chomps attached to the same pole crashes the game.

Unused level 3 features a Chain Chomp sprite set to spawn two Chomps.

Shrinking Splunkins

Splunkins change their scale when stomped, but they just change it to the scale that Splunkins are always at, so no resizing actually occurs.

(Source: Skawo)

Unused Entrance Types

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.

  • 2: The player spawns in the tile above where the entrance is placed.
  • 8: The player spawns in the tile above where the entrance is placed, then jumps.
  • 12: Like Entrance 2, the player spawns in the tile above where the entrance is placed.
  • 13: 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.
  • 15: Like the entrance used when the player first spawns or re-spawns after dying in Mario vs. Luigi mode, the player comes out of a pipe which grows out of the ground and then fades away. With this one, however, 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 the E3 2005 Demo version.
  • 16: Entrance 16 is a duplicate of Entrance 15.

Unused Actor Behaviors

  • Most sprites can be killed by being touched by Invincible or Mega Mario or getting the block they are standing on hit from below, even if the powerups are not usable in the level or the enemy doesn't appear on top of a block. The only boss this counts for is Bowser Jr., who can be knocked out of the level without being defeated via a block.
  • Pokeys and Piranha Plants can be defeated by performing a drill spin on them by using a tornado or spin block. The only levels that actually contain both a tornado and either a Pokey or a Piranha Plant are Unused Levels 4 and 5.
  • Tight Rope: Enemies standing on a tight rope are bounced in the opposite direction when the rope is stood on by the player.
  • Boos seems to have a broken "dance" for when the "wah" sound plays. When the "wah" sound plays, 0x021B63E4 in the memory changes from 0 to 1 and the Boos stop moving.
(Source: skawo)
(Source: Original TCRF research)

Unused Music

BGM_CHIJO

Translation Music No.
Ground 63

An early version of the Mario vs. Luigi track. It features a slower tempo and one of the instruments is a steelpan instead of computer generated noise. It's nearly identical to the one heard in the E3 2005 trailer, apart from the wobble and ground-pound sounds that enemies dance to.


BGM_AMB_CHIKA

Translation Music No.
Underground 53

A watery ambiance track, probably meant to be used in Cheepskipper's or Petey Piranha's boss room.


BGM_SAMPLE

Translation Music No.
-  ?

The file name indicates that this is a test track. It seems to be a shorter version of the credits theme with less instruments. It cuts off at the first loop.

Unused Sounds

Hmmm...
To do:
Should all "race mode" leftovers be put in one place? (including graphics, empty sound files and unused levels.)

SE_PLY_JUMP_3
SE_PLY_JUMP_4

Early versions of the game used sound effects straight from Super Mario Bros. for Small Mario jumping and Super Mario jumping respectively.

(Source: E3 trailer, E3 floor demo, 2)


SE_SYS

MID_POINT

This sound effect played when the player touched the blue midway-point ring seen in early footage.

SE_EMY

SE_EMY_GAMA_LAST (Scuttlebug)

An early stomp sound and early coin sound.

WAVE_PLAYER_COMMON

Unknown Filename/number

A wobble sound.

WAVE_OBJ_FENCE

Unknown Filename/number

A sound similar to Metal Mario walking/running in Super Mario 64.

Crash Dump Screen

This is why you don't eject the game while it is running.

There is a hidden crash dump screen in the game, similar to screens seen in other DS games developed by Nintendo. 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.

Out of Bounds

Ice Land Blocks

New-Super-Mario-Bros-DS-VS-Ice-World.png

In the bottom right-hand corner of the VS. Ice Land level is a small step of blocks. They seem to be a duplicate of nearby steps in the same level. Why they are here is unknown.

3-3 Walls

New-Super-Mario-Bros-DS-World-3-3-Area-2-OoB.png

In the bottom right-hand corner of Area 2 of Level 3-3 there are two platform sides, which are possibly remnants of an earlier form of this level.

5-3 Flag

New-Super-Mario-Bros-DS-World-5-3-Area-1-OoB.png

In the bottom section of Area 1 of Level 5-3 there is a flag, which is possibly a remnant of an earlier form of this level.

Unused Text

Build Date

Every version of the game has a plain-text file called BUILDTIME in the root of the ROM filesystem:

BUILDTIME
USA Japan USA Kiosk Demo Europe
UROM2006-03-29 09:48:19nitro-mj JROM2006-04-04 19:07:45nitro-mj UROM2006-04-07 11:29:13matoba_t EROM2006-04-26 14:20:08nitro-mj
Europe Kiosk Demo Korea China
EROM2006-04-27 11:13:34matoba_t KROM2006-12-27 14:32:43matoba_t CROM2009-04-27 20:29:28nitro-mj

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.

The only difference in the second version of the European demo 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.

(Source: Treeki)

Empty Sound Files

There are also some empty or duplicate sound files with interesting filenames:

  • SE_PLY_WARP: Possibly related to the removed warp block that warped the player's opponent to their current location, which appeared in prerelease versions in VS Mode.
  • SE_EMY_FUWA_FUMU (Stomp Spindrift), SE_EMY_FUMA_FUWA_L (Luigi): This would play when the player stomped on a Spindrift, an enemy from Super Mario 64 that is only seen in prerelease screenshots.
  • SE_SYS_VS_COUNT, SE_SYS_VS_COUNT_LAST: Likely a countdown.
  • SE_PLY_PLAYER_FUMU (Stomp) In early versions of the game, players could squish each other by jumping on them, like in New Super Mario Bros. Wii.
  • SE_VOC_MA_GET_ITEM, SE_VOC_MA_GET_ITEM_2 Probably would have been used when Mario got a powerup in a similar fashion to the Super Mario Advance series, where Mario says "Just what I needed!" when getting a powerup.
  • SE_EMY_DOWN_BY_PUNCH, SE_OBJ_BLOCK_KICK, SE_PLY_KICK, SE_PLY_PUNCH - In the E3 floor demo version of the game the player could punch and kick in Super, Fire or Mega forms with R. In the final game, the L & R buttons scroll the camera left and right.
  • SE_OBJ_PUFF_MUSH In early versions of the game you had to push Mega Mushrooms out of ? blocks by hitting the block 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, but the big ones do.
  • SE_EMY_BUBBLE_IN Podoboos don't make a sound when they enter lava, but they do when they exit it.
  • SE_OBJ_UKISHIMA_S, SE_OBJ_UKISHIMA_L "UKISHIMA" means a floating mass or island mirage.
  • There are files with names suggesting that they were to be used when the camera zooms in and out of in the world map.

Internal Project Name

The string "Mario2d" appears twice in the arm9 binary.

(Source: Original TCRF research)

Filename Oddities

Misc. 2D Graphics

Filename Identification Translation Notes
I_star_red_ncg Big Star - This filename suggests that the Big Star was once red.

Music

Filename Identification Translation Notes
BGM_WATER_3 Underwater - This filename suggests that there were multiple underwater tracks at one point, or that the underwater theme was replaced multiple times.

Sound Effects Sequences

Filename Identification Translation Notes
SE_PLY_FB_FROM_LUIGI Staff Roll letter sound [...]player fireball from Luigi This filename suggests this was for when fireballs from Luigi hit Mario in Mario vs. Luigi. These sounds sequences are in the SAR_VS folder, which adds credence to this idea.
SE_PLY_FB_FROM_MARIO Staff Roll letter sound - Ditto, but the other way around.
SE_SYS_ONE_DOWN Staff roll letter sound - This filename suggests this was for some sort of "lose life" event.
SE_OBJ_GET_DRAGON_COIN Get Star Coin - This filename suggests that Star Coins were Dragon Coins.
SE_PLY_STAR_ATTACK Enemy/block debris created by enemy or Mega Mario - This filename suggests that this sound was used when enemies were defeated by touching them as Invincible Mario.

Model Containers

Filename Identification Translation Notes
firebar1 Fire Bar ball - This filename suggests that there were multiple Fire Bar ball models, or that the Fire Bar ball model was replaced.
donketu Snailicorn Bully This filename suggests that this enemy was a Bully.
obj_e3_ring Red Ring Bully This ring model (though likely an early version of it) was first seen by the public in E3 2005, and this filename suggests that it was created for one of the versions shown or playable at the event.

Models

Filename Identification Translation Notes
new_donketsu Snailicorn New Bully This filename suggests that the Snialicorn model was replaced.
(Source: Original TCRF research)

Regional Differences

Hmmm...
To do:
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.
  • There's more then what's found here start Here.

Title Screen

International Japan Korea China
Guess Vs. Mode isn't that important The trademark is now registered Guess it took longer to get to Korea Wonder what they were doing for three years

The trademark wasn't registered quite yet in the international release. The Japanese, Korean, and Chinese versions each have a subtitle (in their respective languages), while the Korean version exclusively has a copyright date of 2006-2007 instead of just 2006. The Chinese version has the 2006 copyright plus a 2009 iQue copyright; this is because iQue released it in China.

Level Differences

  • 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.