New Super Mario Bros./Unused Level Features
Contents
World 1
1-Castle
Unmodified | Three Things Removed |
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There is a large instance of the unused grey brick object behind an instance of the equivalent green brick object and some related objects.
World 2
2-Castle
For some reason, the ? Switch at the end disables the three Spike Balls above the third Star Coin from spawning while it is active.
World 3
3-1
The P-Switch activates flag 44, but there is no sprite set to watch for that flag in this level.
3-3
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: There is a useless ? Switch with weird (and some unused) settings below the level. Work out what the settings do then document it here. |
The third Star Coin, which is in the room with lots of Bloopers, activates flag 30, but there are no sprites set to watch for that flag in the level. Maybe the Bloopers were to be triggered to appear by the flag?
3-A
There is another Goal Flag outside the view, present in the level file after the used Goal Flag instance.
3-C
The P-Switch activates flag 1, but there are no sprites set to watch flags in the level.
World 4
4-Ghost House
The P-Switch in area 1, the ! Switch in area 1, and the P-Switch in area 2 activate flags 1, 2, and 3 respectively, but there are no sprites set to watch any of these flags in the level.
4-A
There is a World Map Hammer Bro. spawning point at the start. Only Worlds 5 and above have Hammer Bros. on the world map, so it will never show up.
World 5
5-B
The second Star Coin activates flag 2, but there are no sprites set to watch flags in the level.
World 6
6-4
The ! Switch activates flag 1, but there are no sprites set to watch flags in the level.
6-Tower 1
Unmodified | Two Things Removed |
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There is a Mini Pipe behind the pipe in the Star Coin room. It requires many precise wall jumps to reach this room without a Mini Mushroom, so it may have been deemed pointless to have a Mini Pipe too.
6-6
To do: Mini Mario can get some of them - check if he can get all of them. |
In the final room are a bunch of coins above view that look like they would be collected from being fired by a Pipe Cannon, but the cannons don't fire high enough. Cannons fired higher in the E3 2005 demo. This area above the level may have just been used a scratchpad, however.
6-A
There is some quicksand above the blocks in the underground room with the Big Piranha Plant. Some of it can be seen in the Nintendo Dream guide book for the game.
6-B
There is a Goal Flag below the Checkpoint Flag, far below view. It is in the level file before all the other sprites.
World 7
7-1
There is an otherwise-unused tileset object version of the squishy cloud platform (as opposed to an actor that uses a texture) outside the view.
7-3
There is a duplicate "Hammer Bro. from map" sprite well below the first room.
7-Ghost House
The second Star Coin, which is in the room with the ground-poundable goo, has its defunct "target flag" setting set to activate flag 3. Maybe the Star Coin was to make the exit door appear, instead of the ? Switch? In the final level, flag 3 is used by the ? Switch in the entrance room to make the doors in that room appear.
World 8
8-Tower 2
Above the second Star Coin is a "Flag Controller - Location Based", which is a sprite that activates a flag based on the status of the player and/or enemies. It is set to activate flag 1 if the player enters location 0, but there are no sprites set to watch that flag in the level, and there is no location 0 in the level.
Mario vs. Luigi
Grassland
There is a Big Star with ID 0 in between the pipes. Only Stars with IDs 1 or above actually spawn.
Pipes
Below the view is an upside-down Pipe Piranha Plant. There are no upside-down Pipe Piranha Plants in the used part of the level.