New Super Mario Bros. U Deluxe
|New Super Mario Bros. U Deluxe|
This game has a prerelease article
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
Notes: Many more unused levels to document.
Are there any leftovers from the gamepad touch screen functionality in NSMBU? e.g. boost blocks, the alternate texture used when you touch snake blocks?
New Super Mario Bros. U Deluxe pulls a Mario Kart 8 Deluxe and is an "enhanced" port of the Wii U game that includes the DLC from the start, the ability to switch characters on the fly, and...that's it.
Oh, and Toadette is playable now. Whether or not this is a good thing depends on who you ask.
- 1 Unused Levels
- 2 Unused Sprites
- 3 Unused Graphics
- 4 Oddity
- 5 Development Text
- 6 Internal Project Name
The rest of the levels and fully document all the changes etc. These videos by skawo may help (1, 2, 3, 4, 5, 6, 7, 8, 9), plus this one by abood (10).
There are 100 levels that were not present in the previous game.
Even though Boost Rush was removed from this version of the game, all of the levels that were present for the mode still exist in the game's data.
An underground area. It contains two zones.
Zone 1 is very unfinished, as the tiling was not complete. It contains pipe exits and entrances, a pipe cannon, rotating coins, brick blocks, and some location triggered coins. There are no enemies.
Zone 2 is very obscure, as it has no clear purpose. It has Paragoombas and Paratroopas, but no ground. There are rail tiles that are in rows. The zone is very tall, while the top is the only part of the zone that has sprites. The bottom of the zone has ground tiles laid out on the bottom-left part.
An area that is in the sky. It only contains one zone.
Like Zone 2 in Area 1, it features a very tall zone, which is a whopping 11,616 blocks, while the top part is the only one that contains sprites and objects. The entrance is set for Mario to jump from below, onto the only platform present. An autoscroll controller will move the camera downwards using a path that extends from the top of the zone to the bottom, while one of the green pipes on the right move. However, this level is impossible to beat, since Mario will die before even getting close to the bottom of the zone.
An almost-finished version of Slide Lift Tower. It contains three zones.
A basic complete zone. It features moving rectangular moving platforms, Fire Bros, and Dry Bones. The pipe at the top of the zone takes the player to Zone 2.
Also complete. This zone is classified as the midway point. At the top of the zone is a door to the boss battle. There are two secret pipes that lead to two Star Coins in this zone:
- About halfway up the zone on the right side, there is a pipe that is hidden behind Layer 0 tiles. This will take the player to Zone 4.
- Not too far above the first secret exit, there is a secret Fire Flower block on the right side of the zone, above a ? Block that gives a coin. There is a platform hiding above this Fire Flower block, after the player does a walljump upwards. The pipe takes the player to Zone 3.
Zone 3 is a secret area containing a Star Coin. The player has to advance upwards while climbing moving gates. The Star Coin contained in this zone is the third one.
Another secret area containing a Star Coin. This one is more straightforward, as it is a simple climb up. The Star Coin contained in this zone is the second one.
Another underground area that contains crystals and poison water.
40-2.sarc contains a sky-themed level that uses the correct sprite IDs. However, it is very unfinished. The level contains two zones:
- Zone 1 has a Red Coin challenge with rotating coins, white platforms, and red Koopa Troopas.
- Zone 2 just contains strange coins that are in the shape of letters, player-activated coins, and a few platforms.
40-3.sarc contains an underground-themed level with poison water. The level contains three zones; Zone 1 has rotation-controlled crystal blocks. Zone 2 and 3 are very similar: they only contain widely spread-out platforms that are impossible to jump to. Another area is a forest-based area, which is used to test the extending poles from Soda Jungle.
A level that takes place in Sparkling Waters. Area 1 contains geysers which have an unused mechanic which allows for the geysers to push up pipes. This area can be beaten. Area 2 is a tower that contains a stack of barrels, Fire Bros, Cooligans, and Spikes.
40-5 contains a desert-themed level. It contains Stone-Eyes that are tilted to get farther in the level. However, this level is unfinished, as it has missing wall tiles. This level seems to be beatable.
A nearly-finished version of "Fire Piranha Plants On Ice". The only change is that the first Star Coin wasn't moved to the underground section yet.
An early version of "Haunted Shipwreck". Notable changes include more Boo Circles, boxes in the water, and the last area does not scroll.
A possibly early version of "Seesaw Shrooms" that differs immensely from the final version of this stage.
Area 1 of this level crashes the game due to an unknown reason. This level seems to be a very early version of "Follow that Shell!". Area 2 seems to be a more-completed version of the same level. Finally, Area 3 is an underwater level, that has some out of place mechanics, such as blocks that belong in tower levels. Area 4 seems to be an early version of "Tilted Tunnel", with missing tiles in certain places.
This level is an almost completed version of "Walking Piranha Plants!", with the only changes involving the placements of question and brick blocks. Area 4 seems to contain an incomplete version of Tilted Tunnel's start area.
40-11 seems to be like an early version of 1-2 on the final game, but it crashes the game for an unknown reason.
Just like 40-11, seems like an early version of 1-2, this one is more advanced, but yet not identical to the final version.
This is a stage that takes place in Soda Jungle. It doesn't seem to correspond with anything in the game except for a few of the challenges.
An underground ice cavern where you must slide on the ice to get to the end of the stage, just like "Penguin Bowling", a challenge stage. The game crashes when you get the flagpole area, because it isn't defined.
An underground cave that contains platforms that move in a square, which can also crush the player.
All of the unused sprites in the previous version are still here and still unused, though the models have been upgraded to the new model format. All code associated with these sprites has also been carried over.
In unused level 33-5, where the tileset is the only thing that still exists, red lines seem to appear over a few of the tiles, which must have been used by the developers to know which piece fits where in the tileset.
These can also be found in 33-11 and 35-7.
Unlike the original game, the spin jump (and actions triggered by the same button/movement) can also be activated by pressing the jump button while in mid-air. Nintendo obviously realized this can be annoying when trying to do precise jumps, so they provided a method to disable it. However, it can actually be disabled through an undocumented button combination - press the left stick down for about three seconds, and you will hear Nabbit's voice. Then you can start a new file with this "jump button spin" disabled.
.tga File=%%PROJECT_TOOL%%\External\ImageMagick\convert.exe, Arg=%s.tga %s.jpg, WaitEnd = True, WindowStyle = Hidden File = cmd.exe, NoWindow = True, WindowStyle = Hidden, Arg = /C del "%s"
Some strings relating to image conversion using the open-source PC tool ImageMagick can be found in the code (ExeFS\main).
Internal Project Name
The internal project name for the game is RedPro-S, according to multiple strings. Much like Captain Toad: Treasure Tracker, the codename is the same as the original Wii U release with "-S" tacked on.