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. 2

From The Cutting Room Floor
Jump to: navigation, search

Title Screen

New Super Mario Bros. 2

Developer: Nintendo EAD Group No. 4
Publisher: Nintendo
Platform: Nintendo 3DS
Released in JP: July 28, 2012
Released in US: August 19, 2012
Released in EU: August 17, 2012
Released in AU: August 18, 2012
Released in KR: December 26, 2012
Released in TW: June 21, 2013


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
RegionIcon.png This game has regional differences.


New Super Mario Bros. 2, the third installment in the New Super Mario Bros. series, is the most original and the most creative game on the Nintendo 3DS, made with never-before-seen assets. Besides saving the princess, a secondary goal of the game is to collect a million coins, for which you pretty much get diddly squat.

Subpages

TextIcon.png
Regional Text Differences
All of the English text differences between the European and North American versions.
Blank.png
Unused Features
All of the unused settings and features that didn't make an appearance in the final.

Unused Graphics

Temporary Coins

NSMB2 temp Coin Gold.png NSMB2 temp Coin Blue.png

These coins can be found in every pipe and brick tileset.

Early Code

FlagSwitchRandom

Previous games in the New Super Mario Bros. series featured a random flag controller (flags being the things activated by switches). New Super Mario Bros. 2 follows suit, having a FlagSwitchRandom actor (ID 0x19). Only difference being, the actor is not assigned to an object number, and thus unused. However, once restored, it is shown that it has 5 known settings. It has 4 triggering IDs, which the sprite then randomly chooses 1 and activates it. The other event is a target ID, which activates the actor.

Early Object Numbers

As evident by some of the unused levels, early on the game used a completely different actor assignment table. For instance, the Goal Flagpole object number is 6 in the early table but 97 in the final one.

DokanBonePakkunUp

The "Pipe Bone Piranha Plant - Up" actor is fully functional, but unused.

SearchKiller

This has an actor associated with it (ID 0xC4) and it makes enemies track the player characters. The actor is incomplete, as the animation for it turning around towards the player looks weird.


(Source: MrRean)

WanWan

This is a version of the Chain Chomp without the pole and uses a different class. It also has a setting at bit 32 Its actor ID is 0x13B.


(Source: MrRean)

Early Tilesets

Similarly to the early object number table, old levels seem to have been designed with old versions of the J_Kihon/Yougan/Chika tilesets, which means those were reshuffled at some point of the development.

Unused Behaviors

  • Trampolines become squished down if Mega Mario walks on them.
  • The posts of Chain Chomps get knocked off-screen like pipes if Mega Mario walks into them. They get pushed all the way into the ground if Mega Mario stands on them.

Unused Levels

Placeholder Stage

Very TEST-esque thing from SMW

This little stage occupies 45 level slots, and was presumably a placeholder for the slots that were later filled out with actual levels. Uses the early J_Kihon tileset and the early object table.

Ice Level

07-05.sarc contains an ice stage, parts of which seem to have been transferred to World 4-Tower. Uses the early J_Chika and the early object table.

Area 1 Zone 1

A nice beginning

A rather unremarkable entrance area with a nice coin slide.

Area 1 Zone 2

A nice end

Another rather unremarkable area, with some Goombas and a flagpole.

Area 2 Zone 1

Early Final
Inherently broken
Broken into multiple parts

Area 2 of this level was split into chunks, retiled with the Ice Tower tileset and incorporated into 4-Tower. The early level has Koopa Troopas instead of Buzzy Beetles, is generally shorter, and doesn't have any bonus areas.

Underwater Stage

08-04.sarc is an underwater stage which doesn't seem to resemble any other stage in the game. It seems that a small section may have been incorporated into World Mushroom-2, but otherwise is almost completely different. As usual, it has the old object set and the early blocks tileset.

Area 1

Repurposing the placeholder level as the flagpole area? Lazy, lazy, lazy.

The entire area is nothing more but a small beach entrance room with a pipe and the placeholder level used as the flagpole room.

Area 2

That looks like a pretty meh level

This level's only real distinction is that it's the only early full stage that's not an early copy of something else. It's hard to guess what the level would be about, as there's nothing to compare it to.

Early 1-Castle

Present in 01-12.sarc. It uses both the early object numbers table and the early J_Yougan tileset. It should also be noted that the -12 slot is generally used for Ghost Houses.

Area 1

Early Final
Underdeveloped Shiny sparkly

Notable differences in Area 1 include lack of the secret area with the Raccoon Leaf runway and above the final Giant Thwomp. Located outside of the zone in the early layout are also some impossible-to-see tiles and a pipe entrance, which have been removed in the final version.

Area 2

Laziness

Area 2, not present in the final version of the level, appears to be directly lifted from New Super Mario Bros.' Castle 1 Area 2, bringing an interesting possibility of this level being built using that level as a base.

Area 3

Early Final
Underdeveloped v2 Custom boss tiles and shiz

An unpolished version of the final one. There's no BossShutter objects present, suggesting the bosses worked somewhat differently. The little room where you're supposed to see the next Koopaling run off with Princess Peach is also absent. It should be mentioned that the final Area 3 features some decorative tiles off-zone.

Early Flower-B

Present in 05-09.sarc, complete with the old J_Hikon and the early sprite set as usual.

Area 1 Zone 1

Early Final
Sverige är fantastiskt Vi tycker inte om Sverige längre

This level seemingly used a different mechanic in its first form, seeing how there are no mushroom stems in the early version. There are no bonus areas, as well. The Sweden-flag-like platforms were removed in favor of more presentable mushroom blocks.

Area 2 of the early version consists solely of a copy of the placeholder level.

Early Final Castle #1

Present in 06-10.sarc. The only portions present are the section that leads to the final battle with Bowser, and the room where said fight takes place.

Area 1

Early Final
Underdeveloped v3 Featuring your favorite SMB3 tiles

Area 1 is an early version of Area 3 in the final level. Clearly just temporary work, which was later refined.

Area 2

Early Final
What is this ungodly mess
Phew. After someone sane took over the level design

Area 2 is what's supposed to be the final battle room. It's not clear what the early area was trying to achieve, but what is clear is that the final boss battle was meant to be quite different from how it ended up.

Early Final Castle #2

Present in 09-10.sarc is a second early iteration of the final castle, although this time all of the areas from the final one are present.

Area 1 Zone 1

Early Final
Tiny Massive upgrade on the length

The early version of this area is much smaller and shorter compared to its finished version. An entire vertical section has been added, as well as a split path in the middle. Layer 2 backdrop was also included for decoration.

Area 1 Zone 2

Early Final
Non-secretive Very secretive

This area had a secret Raccoon Leaf alcove added and a line-following flamethrower. Other than that and some minor adjustments to coins, blocks, and decoration, it stayed pretty much the same.

Area 2 Zone 1

Early Final
NSMB2-L9-10-Area2Zone1.png Gotta have extra coinage

This area was made much longer and more difficult. The early version seemingly does not have the stone-turning Koopalings gimmick in it.

Area 3 Zone 1

Early Final
Slightly more developed, v4 Oh hey it's this image again

Once again, an unpolished temporary version of this room. This time, however, there's a little room intended for a cutscene. The hiding pits are longer compared to the other early version of this level, and objects have been moved around.

Area 4 Zone 1

Early Final
This madness again
This phew again

A second version of the weird boss fight room, this time without the blue metal blocks or the spikes. The layout of the lowest "level" was altered to be the longest instead of the shortest.

Early 9-5

Present in 07-04.sarc, with the early J_Kihon tileset and object table.

Area 1

Early Final
In much need of refinement After a bit of refinement

The biggest change here is the mass of coins that was added. Other than that, the level seems to be pretty much the same with a few cosmetic changes here and there.

Area 2

Early Final
Not much going on CUOINS

The early version seems to have nothing of interest except the Moon Coin. The final placed a ton of coins around.

"Hidden" Stage Elements

This game features more unused stage-related content than the previous iterations combined!

Unused 1-Castle Tiles

Placing doors everywhere before it was cool

World 1-Castle has 4 sets of tiles above its boss zone.

Unused 2-3 Tiles

Cool brocks, blo

World 2-3 has a block arrangement below the zone which ended up being unused.

Flag Counting

Yay, debugging help

Flower-Ghost House has invisible tiles to the left of the first zone. These numbers directly correspond to flags being activated as the player approaches that section of the level.

Unused Coin

OH MY GOD A SINGLE COIN MAKE A TCRF ARTICLE IMMEDIATELY World 3-3 has a whole single unused coin underneath the zone.

Unused Coin Formations

The impossiblest of coins

World Flower-3 has a few unused coin formations and mushroom stems underneath the first zone.

Unused Tiles

NSMB2-L7-12-Area2Offlevel.png

Mushroom-Ghost House has some unused staircases located under both of the zones.

Unused Tiles/Early Variation

Present in 07-08.sarc are unused tiles off the map and an early version of itself.

Area 1

NSMB2-L7-8-Area1Offlevel.png

Some sort of block structure is located underneath Zone 1.

Area 3

Early Final
I'm a waste of space Area 3 is wasting my RAM

Pointlessly, Area 3 is an early version of Area 1, without Layer 2 tiles and with minor adjustments. It does not use the early sprite sets/tilesets, however.

Strange Structure

What

World Mushroom-Castle has a really weird pseudo-level-structure in its boss area. It's pretty much unlike anything else in the game and serves completely no purpose.

Pointless Red Blocks

Why
I guess someone REALLY didn't like the empty space there

World 6-2 has empty red switch blocks above both zones. They serve no purpose and cannot be seen.

Past the Flagpole

NSMB2-L5-2-Area1offlevel.png

World 5-2 has some flag areas and coins beyond the flagpole, to the right of the zone. They cannot be seen or reached.

Internal Project Name

The project's internal name is "BigRed", according to the exheader title and other data.

(Source: Original TCRF research)