We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

New Super Mario Bros.

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

New Super Mario Bros.

Developer: Nintendo EAD
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
Released in KR: March 8, 2007
Released in CN: July 2009


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


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.

Sub-Pages

Unused Objects
An unfinished page of unfinished unused objects. No, they're not unfinished...OR ARE THEY?

Unused Levels

Hmmm...
To do:
Revise unused level descriptions, make and add video of unused levels.

As well as the single player stage, in the stage folder there is something more interesting; some completely unused Mario VS Luigi stages.

Some of these are even leftover from the race mode featured in early interviews, videos and there's more evidence of it in the final game as well!

Levels 2, 3, 4 and 5 have multiple number 0 sprites in the top left corner of the map that crash the game when the level loads. They try to load the player actor. Level 2 contains four of them, Level 3 contains 9, Level 4 contains 11, and Level 5 contains 8. It is unknown why they are here. Although some theories are (in no particular order): They were put there to disable the level. They were put there to mark the level as "Not To Be Used". They are part of an unused feature (which does seem not work anymore). They were put there by accident and the default position for sprites in Nintendo's level editor is the top left corner.

Note: These (level descriptions below) describe the levels being played in single player mode, even though they are designed to be played in Mario vs Luigi mode (or some unused race mode). As soon as somebody has two DS systems, a Windows computer with the NSMB editor and DS homebrew toolchain installed, two flash cards which each work on there respective DS consoles, two micro SD cards then pigs will fly you might see them in action!

Unused Level 1

This was meant to be a Grassland Mario vs. Luigi Multiplayer Battle level. Includes lots of tilting mushrooms, Goombas, Koopa Paratroopas, and a line controlled platform. The level doesn't load the correct graphics for any of the sprites (with the exception of Goombas and Koopas, since those are always loaded), which suggests that the sprite sets (sprite graphics tables) were rearranged during development.

Many of the sprites were not used in the Mario vs. Luigi levels at all, which is the case for all of these levels.

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 four-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 early lava tiles at the bottom.

Many objects and sprites in this level are not used at all in the final game which is the case for most of these levels.

NSMBUnusedLevel2.png

Unused Level 3

Yet another Multiplayer Battle Level, and the biggest of the three. This levels background uses an unused "Separate Background For Each View" mode but it seems to be broken in this level so the background appears corrupted.

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 clearly deleted from the final tilesets (the second view (a bonus room with many coins) is almost barren, missing most of the proto objects). The third view uses climbable vines as a way of crossing a chasm. Just like with Level 1, most of the enemy and object graphics aren't loaded. The Chain Chomp has a broken setting enabled which causes the game to freeze when Mario/Luigi gets near it.

NSMBUnusedLevel3.png

Unused Level 4

This level was in an early prototype from E3, and has two entrances at the start of the level.

The level terrain is unchanged, and it seems that the old desert tileset matches the final one perfectly. Almost every block in the level contains a power-up. Features Pokeys and Spinys, although the latter's graphics aren't loaded. At the end is a one-block-wide Flagpole with a used ? Block underneath. The flag is above the view and even if you move it down, the flag does not fit onto the unused pole correctly. For some reason the pipe cannons are no longer there

NSMBUnusedLevel4.png

Unused Level 5

A really long sand level also seen at E3 and in an early prototype "NSMB E3 - Mid-Development Prototype" video. 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. Again the pipe cannons are gone and the flagpole is the same.

NSMBUnusedLevel5.png

Unused Cannon

A cannon that was probably 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.

The music is set to 00 (Mario vs. Luigi), which isn't played in any of the used single-player levels.

NSMBUnusedLevelWorld6Cannon.PNG

Unused Backgrounds

Unused Tilesets

Unused Object-Defined Tiles

Hmmm...
To do:
There are unused tiles and unused grapics in tilesets which are not defined as objects (in Mario VS. Luigi mode as well) which are not documented

General Tileset/Tileset 0/Jyotyu

This tileset has unused tiles which are made up of "X" patterns which have no tile behavior set (so they have no collision). It also has a 1 tile wide flagpole tile (the flagpole tile which is used is 2 tiles wide) which is used in unused levels 4 and 5, ! switch enabled normal and red coin outlines (these have no collision and get filled in when a ! switch is activated) the former is not collectible and latter acts like a normal coin (the red coins are sprites and no tile behavior has been found which make tiles act like red coins). ? Blocks that when hit produce 5 coins which float out, ? Block containing unknown (todo), 2 unknown brick blocks (todo),? Blocks containing mushrooms only, ? Blocks containing mushrooms when the player is small and coins when the player is else, invisible blocks containing mushrooms only and ? Blocks which throw out a coin when hit (likely to have been used in ghost houses with the ? Blocks which throw out a power-up when hit). Tile water (the water used in game is a sprite) and coins which look like tile water and have part water tile behavior.

Grassland Tileset/Jyotyu

This tileset has unused tiles which are made up of "X" patterns which have no tile behavior set (so they have no collision). The tileset also has line guide tiles (which are followed by some sprites) which have the line guide tile behavior set (this enables sprites to follow it).

Castle Tileset/Yakata

This tileset has lava tiles in it. The lava used in-game is a sprite, so this goes unused.

Unused Graphic-Only Tiles

Unused Textures

World Icons

It's a world away from the final game

Hmmm...
To do:
Lots of unused textures and graphics and something you can do to replace the red ring with unused blue ring without replacing files?

There are eight flat 3D models at the end of the map directory, where the world map 3D models are located - the similar world icons which you touch to navigate between worlds are in the uiStudio directory.

Notice that the filenames for Worlds 4 and 6's map models are "ancient" and "machine", while the models don't depict the forest and mountains of those worlds. This probably means that the themes for Worlds 4 and 6 changed at some point in development.

World 4's map model depicts an island with a volcano, likely that world's original theme.

World 6's map model seems to be a placeholder compared to the others, but judging from the filename its theme might have been the inside of a machine or factory.

The only other notably different icon is for World 5 for which the unused file depicts as an iceberg as opposed to the snowy plain depicted by the world map and used icon. But it could simply be a placeholder.


Mario & Luigi Start

Hmmm...
To do:
there may be more unused files in the obj directory

In the obj directory there are two unused files: A_text_mariostart_ncg.bin and A_text_luigistart_ncg.bin. These are graphic files which depict the text "MARIO START" and "LUIGI START." These files are in the directory beside similar used graphics which depict things like "MARIO CLEAR" which is used when Mario/Luigi finishes a level (A_text_marioclear_ncg.bin).

Here, A_text_marioclear_ncg.bin and A_text_luigiclear_ncg.bin have been replaced with A_text_mariostart_ncg.bin and A_text_luigistart_ncg.bin, respectively:

This text would of appeared at the beginning of a level, like in Super Mario Bros 3 and Super Mario World.

You can see it used in early footage here: [1] and here: [2]

(Source: commanderliamthx from youtube)

Pendulum Pivot

The pendulum platforms in the World 4 castle are swinging from something, but that object isn't normally visible in gameplay.

A platform has been relocated for your convenience From "NSMB Early Prototype" YouTube video

Unused Header "options"

Hmmm...
To do:
There are different ways to say the SOMETHING values (e.g. hex, dec, re-ordered for the editor). Hint hint: this todo is not for me.

Start As Mini Mario

Setting byte SOMETHING to SOMETHING in a level's header causes Mario to start as Mini Mario, this could have been used for testing and less likely could have been used for the entrances to mini Mario areas to make sure that Mario did not enter as any other Mario (even though this is impossible without modifying the game) or at some point there was a pipe which which apparently turned Mario mini for the sake of a secret bonus area.

Floating Mario

Setting byte SOMETHING to SOMETHING in a level's header, seems to cause Mario to use Mini Mario's physics (e.g. floating, leg kicking) in that level. But there seems to be some side-effects to this: Mario also takes long strides when walking or running and cannot wall jump (which does not apply to Mini Mario or any other Mario).

Unused Inventory Items

Hmmm...
To do:
You can add items to the inventory which you cannot normally with action replay codes, but they might not be unused; it might just be how the game works, but it might be worth recording maybe on a notes page.

Unused Mario Powerups

There seems to be at least two unused player states (which power-up the player has) in the games code.

Un-Fire Mario

The player looks like Super Mario but when hit he becomes Super Mario instead of Small Mario and when Un-Fire Mario hits a Mushroom if Small or Mini, Fire Flower if big block. A mushroom comes out (like with Small or Mini Mario) but the mushroom just passes through him with no apparent effect.

Too Huge Mario

Apparently Mario is so big in this state that the game slows down, collisions are messed up. And he's invisible most of time but occasionally a textured face (a flat surface in terms of a 3D model) covers the screen.

There seems to be a "Too Huge" version for every power-up. Each Too Huge power-up seems to have different effects depending on which normal power-up it is associated with. Some do not slow the game down, on some the textured faces show up at different intervals (obviously because the 3D models of each normal power-up is different.

It is not clear what either of these power-ups are for, so...

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Ask Dirbaio and Treeki about this.

Unused Music

Hmmm...
To do:
There is more unused music, use VGM Trans to listen to most (maybe not NARC compressed music or some which just does not work in vgm trans) of the music, download link below

http://nsmbhd.net/get.php?id=159

BGM_CHIJO.sseq

BGM_CHIJO.sseq us an unused track that sounds similar to the Mario vs. Luigi music, very similar to the one used in the game's E3 2005 trailer (right). It features a slower tempo and different instruments. It can be heard by setting a level's music value to 0x63.

The unused music features wobble and ground-pound sound effects, which the enemies dance to (much like the "wah" sound in other tracks). These sounds are not present in either the final track or the trailer.

BGM_AMB_CHIKA.sseq

This might of been used for a beta or unused underground level where a leaking pipe was seen and heard.

Unused Sounds

Hmmm...
To do:
There are programs to view/extract sound effects, list them with filenames, upload+embed them and describe them

Unused Wrecking Crew Minigame

Hmmm...
To do:
If you can open the rom in a program that can edit/view nds files, then look at the the wrecking_crew stuff in ARCHIVE, mariowiki once said on their nsmb beta elements page that there were graphics inside - there might have been pictures on their page at some point, I will check this.

Debug Screen

Hmmm...
To do:
Make AR code which loads the debug screen/crashes the game

To access the crash dump screen, first crash the game; then, hold L, R, A, and Left, let go, hold Down and B, let go, and finally hold Start and Select. This button combination is disabled in the U version but you can force it to load with this asm hack: Dirbaio's ASM Hack.

Build Date

A plain text file in the root, BUILDTIME, contains the following:

In US versions In European versions In Japanese versions
UROM2006-03-29 09:48:19nitro-mj
EROM2006-04-26 14:20:08nitro-mj
JROM2006-04-04 19:07:45nitro-mj
In US demo versions In European demo versions In Korean versions
UROM2006-04-07 11:29:13matoba_t
EROM2006-04-27 11:13:34matoba_t
KROM2006-12-27 14:32:43matoba_t

matoba_t probably refers to the game's Assistant Director, Taku Matoba.

Super Mario 64 DS Assets

Many assets from Super Mario 64 DS were shared with this game.

Graphics

  • The Whomp enemy from Super Mario 64 got redesigned for the remake and this design got carried over to NSMB

File:NSMB SM64DS comparison whomp.png File:NSMB whomp.png

  • SM64DS' Mario and Luigi models were re-used in NSMB and some of their animations were too.
  • The Thwomp enemy from Super Mario 64 got redesigned for the remake and this design got carried over to NSMB, all though just the texture was carried across
    Hmmm...
    To do:
    was it?

Audio



==Unused Pallets (tilesets, 4 pallete tilesets, animated palllets)