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New Super Mario Bros.

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Title Screen

New Super Mario Bros.

Developer: Nintendo
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: May 25, 2006
Released in US: May 15, 2006
Released in EU: June 30, 2006
Released in AU: June 8, 2006


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.


NotesIcon.png This game has a notes page
PrereleaseIcon.png This game has a prerelease article

Not unlike its newer cousin, this game has a lot of unused stuff.

Prototype Levels

Levels 2-5 have multiple sprites "0" in the top left corner of the map that crash the game when the level loads. It is unknown whether the effect is a glitch or to disable the levels. Level 2 contains 4 of them, Level 3 contains 9, Level 4 contains 11, and Level 5 contains 8.


Unused Level 1

This was meant to be a Grassland Multiplayer Battle level. Includes lots of Tilting Mushrooms, Goombas, Koopa Paratroopas and a line controlled platform. The level doesn't load correct graphics for any of the sprites (with the exception of Goombas and Koopas, since these are always loaded), which suggests that they have been reorganised. Some of the terrain in this level is jumbled, and some of the tiles were erased from the grassland set.

NSMBUnusedLevel1.PNG


Unused Level 2

Another Multiplayer Battle Level, this time set to appear in a castle. Includes a really wide variety of objects (Thwomps, Buzzy Beetles, Podoboos, Coins, Spinning 4-Way Platforms, Bump from below platforms, Ropes and even the unused Giant Springboards). As for the terrain, the level is shaped sort of like a giant donut. There's a few ice blocks at the top, and the proto lava tiles at the bottom.

NSMBUnusedLevel2.png


Unused Level 3

Yet another Multiplayer Battle Level. It's the biggest of the three. It's a grassland area split into 3 zones. Players were supposed to use doors as a way of getting the stars before their opponents. There's a wide variety of enemies and objects; Goombas, Koopa Troopas, Chain Chomps, Scale Platforms, Moving Mushrooms, Pipe Cannons, Doors, Seesaw Platforms... The terrain is jumbled in a lot of places, lots of tiles were deleted from the final tilesets (Second zone is almost barren, missing most of proto objects). The third zone uses climbable vines as a way of crossing a chasm. Just like with Level 1, most of enemy and object graphics aren't loaded.

NSMBUnusedLevel3.png


Unused Level 4

The level terrain has been unchanged, and it seems that the redrawn desert tileset matches the final one perfectly. Almost every block in the level contains a powerup. Features Pokeys, Spinys (Doesn't load the graphics for them) and Tornados. Level ends with the broken proto flagpole.

NSMBUnusedLevel4.png


Unused Level 5

A really long sand level seen in an early prototype video from E3. Just like its cousin, it does not load Spiny graphics. The prototype midpoint ring has been removed. The second part of the level includes tornadoes and a passage with coins over sandtraps. Otherwise, the level is intact from its E3 version. Could be scrapped just because of its length.

NSMBUnusedLevel5.png


Unused Cannon

A cannon that probably has been scrapped early on. It's a lot different than the other cannons in the game. The player starts off in a pipe next to a wood-block wall. The background, instead of a world-themed foreground and destination-themed background like the other cannons, just uses two mountain backgrounds. It would lead to World 8.

NSMBUnusedLevelWorld6Cannon.PNG

Prototype Enemy Data

The following are prototype enemies found in New Super Mario Bros. Some of them, like Mega Wiggler and Super Venus Fire Trap, are used in the sequel, New Super Mario Bros. Wii.

  • Mega Wiggler (Unlike in New Super Mario Bros. Wii, they become angry if Mario stomps them)
  • Giant Swooper (Acts just like a regular Swooper)
  • Invisible Swooper (Acts just like a regular Swooper, but cannot be seen)
  • Super Venus Fire Trap (Acts just like a regular Venus Fire Trap)
  • Chain Chomp with a different behavior (can be defeated with a ground to the head instead of the pole)


Hmmm...
To do:
Add pics of the enemies listed above.

Unused/Test Objects

Hmmm...
To do:
Several of these remain improperly documented and will likely require intricate research.

Unused Backgrounds

Unused Tilesets

Hmmm...
To do:
Add the last few unused blocks to this section.

Unused Music

Early Mario vs. Luigi Variation

File:NSMB Unused Music.ogg This is an early version of the Mario vs. Luigi mode music, very similar to the one used in an old trailer. It features a slower tempo and different instruments. You can hear it by setting a level's music value to 0x63.

The enemies dance to wobble and ground-pound sound effects, which does not happen in the trailer or with the final track.