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New Super Mario Bros.
|New Super Mario Bros.|
Also known as: New Chāojí Mario Xiōngdì (CN)
This game has unused areas.
This game has a notes page
This game has a prerelease article
|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.
- 1 Sub-Pages
- 2 Unused Header Options
- 3 Unused Enemy KO Behaviors
- 4 Unused Actor Features
- 5 Unused Entrance Types
- 6 Unused Actor Behaviors
- 7 Unused Music
- 8 Unused Sounds
- 9 Crash Debugger
- 10 Out of Bounds
- 11 Unused Text
- 12 Filename Oddities
- 13 Oddities
- 14 Regional Differences
Make some of these pages smaller and put them on the main page
| Unused Scenes|
| 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.
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.
You can activate it by setting one of the following memory addresses to 0x01 while in a level.
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. You can activate it by changing any of the relevant addresses above to 0x02.
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 Enemy KO Behaviors
Some enemies have dying behaviours that can't be seen due to where they are placed. It may not be possible to tell if these were intended to be used or are just default behaviours.
- Bowser Jr. can be knocked off screen by hitting the ?/Brick Block or bumpable platform he is on from below (0 points). The battle will not end if this is done.
- Skeeters can be knocked off screen by sliding into them (200 points)
- can be knocked off screen by sliding into them or with a shell (200 points)
- can be "popped" by ground-pounding them (200 points)
- Mega Unagis
- can be knocked off screen by sliding into them or with a shell (200 points). They can actually be KO'd again after they have already been KO'd using this method.
- can be "popped" by ground-pounding them, but with no visibile particles (200 points).
- The round bouncy obstacles that can be found in 1-A and other levels can be "popped" ground-pounding them (200 points).
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.
Splunkins change their scale when stomped, but they just change it to the scale that Splunkins are always at, so no resizing actually occurs.
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.
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.
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. It cuts off at the first loop.
Should all "race mode" leftovers be put in one place? (including graphics, empty sound files and unused levels.)
Early versions of the game used sound effects straight from Super Mario Bros. for Super Mario jumping and Small Mario jumping respectively.
This sound effect played when the player touched the blue midway-point ring seen in early footage.
An early stomp sound and early coin sound.
A wobble sound.
A sound similar to Metal Mario walking/running in Super Mario 64.
There is a hidden crash debugger in the game, similar to screens seen in other DS games developed by Nintendo, like Super Mario 64 DS and Animal Crossing: Wild World. To access the crash debugger, 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. This screen was disabled or removed in the US and European demo versions.
Out of Bounds
Ice Land Blocks
In the bottom right-hand corner of the VS. Ice Land level, there 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.
In the bottom right-hand corner of Area 2 of Level 3-3 there are two platform sides, which are possibly remnants from an earlier form of this level.
In the bottom section of Area 1 of Level 5-3 there is a flag, which is possibly a remnant from an earlier form of this level.
Misplaced Piranha Plant
Below the Pipe stage of Mario Vs. Luigi there is a misplaced Pipe Piranha Plant. It was probably a developer oversight.
Every version of the game has a plain-text file called BUILDTIME in the root of the ROM filesystem:
|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 the internal name 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.
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. This is used internally in the save data, but it's not present in the demo versions because they do not use save data. The internal name is also reflected in the game's two-letter code "2D".
Misc. 2D Graphics
|I_star_red_ncg||Big Star||-||This filename suggests that the Big Star was once red.|
|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
|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.|
|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||-||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.|
|new_donketsu||Snailicorn||New Bully||This filename suggests that the Snailicorn model was replaced at some point in development|
In the introduction where Mario walks towards the castle after observing a lightning strike, there appears to be moving people in the background, but due to the resolution of the game, it is difficult to tell what it is supposed to be. When played in higher resolutions, it turns out that the multiple copies of the Toadsworth model was moved around with no limb animations.
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 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.
- 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.