If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

New Super Mario Bros./Unused Scenes

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of New Super Mario Bros..

Scenes are glorified actors in New Super Mario Bros., which set up graphics and/or spawn other actors. For instance, the World Map scene (Scene 9) puts the Nintendo DS top screen into a 3D mode, then spawns Mario, the wandering blocks/enemies, and then the world map model itself. By switching a scene you can get to any part of the game from any part of the game. Several of them are early and mostly dummied out.

Scene Load Debug Menu (Actor 2)

The entirety of Overlay 2 consists of an unused Scene Actor, which looks to be a dummied-out Debug Menu. Upon loading, it checks which levels are defined as valid by the game, then gets the number of Area said levels begin in. It then proceeds to load your savefile and checks whether the player has acquired checkpoints in them.

The actor then goes to its OnCreate/OnExecute/OnDraw functions, but those have been removed entirely and simply return 1.

There is, however, one more bit of code, which feeds some data from later on in the overlay to a function the game normally uses to change the current scene. Alongside that data are labels which would, presumably, be entries on a menu. By feeding this data to said scene-change function, we can find out what this menu would do:

  • KINOK - Loads World 1 on starting node.
  • KINO2 - Loads World 1 on 1-1's node.
  • KINO3 - Loads World 2 on starting node.
  • WORLD - Loads the unused World Select scene.
  • SAVE - Loads the unused Save load/erase scene.
  • TITLE - Loads the title screen.
  • ENDIN - Loads the ending.
  • CRSIN - Loads the level-load screen.
  • GOVER - Loads the Game Over scene.
  • KEY - Loads unused Scene 11.
  • SOUND - Loads unused Sound Effect test scene.
  • ENTRY - Loads the Mario vs Luigi opponent select menu.
  • ERROR - Loads the "Save File Corrupted" scene.
  • MGVS - Loads the Minigames menu.

"SAVE" - Save Operations Menu (Actor 7)

This would be accessed from the above debug menu scene. Unlike it, however, most of its code remains intact; it sets up graphics modes during OnCreate, reads input during OnExecute, and properly functions based on said input. The only thing missing is the OnDraw, meaning it simply stays a blank screen.

The menu can load save files 1-3 and also erase all data. The erasing function is broken, however, because it creates a malformed save file and causes a "Corrupted options data" error the next time you start the game. Perhaps the savefile format changed since this menu was dummied out.

By pressing both START and SELECT you would return to the debug menu.

On the right, you can see this menu, with a recreated OnDraw function.

"WORLD" - Early World Select Menu (Actor 8)

It's hard to say whether this was a debugging menu, or if they intended this to be actually accessible by the player.

This actor loads eight unused world icons and displays them in a circle. Pressing Left and Right rotates the circle around, letting you select a world. Pressing A takes you to that world. By pressing Y or X the icons will zoom in and out, respectively, but only if L or R is also held. Pressing both START and SELECT returns you to the debug menu.

This bears a slight resemblance to the World Select menu that eventually made its way into New Super Mario Bros. Wii.

"SOUND" - SFX Test Menu (Actor 16)

Also accessible from Scene 2, and is missing the OnDraw function just like the Save Menu.

By pressing Left and Right, one can choose a Sound Set to load and a Sound Effect to play, which is done by pressing the A button. Pressing both START and SELECT would return you to the debug menu.

On the right, you can see this menu, with a recreated OnDraw function.

"KEY" - Input Test? (Actor 17)

Also accessible from Scene 2, and is missing the OnDraw function again.

Hard to say what this would do; it doesn't seem to show anything visible. Going by the Debug Menu name, it can be assumed that it would test Player input. Pressing both START and SELECT still returns you to the debug menu.

Minigame Debug Menu (Actor 329)

Not accessible from the general debug menu, this requires spawning its actor after the game has switched to the Minigame Mode.

Lets you enter all the different Minigame modes. This menu didn't get its draw function deleted, so shown is exactly how it would have appeared.