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New Super Mario Bros. 2

From The Cutting Room Floor
Revision as of 09:38, 6 September 2014 by Skawo (talk | contribs) (The formatting definitely isn't strong in this one)
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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


AreasIcon.png This game has unused areas.
ItemsIcon.png This game has unused items.


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New Super Mario Bros. 2 is the most original and the most creative game on the Nintendo 3DS, and uses never-before-seen assets. A secondary goal of the game is to collect a million coins, for which you pretty much get diddly squat.

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.

Early object numbers

As evident by some of the unused levels, early on, the game featured a completely different actor assignment table than the final game does. For instance, the Goal Flagpole object number is "6" in the early table, while the final game put it as "97".

Stage Layouts

This game is much messier and features a ton more unused stage-related content than the previous iterations combined.

Early 1-Castle

Contained in file 01-12.sarc is an early 1-Castle layout. It uses both the early object numbers table and the early jyotyu tile placement. Should also be noted that the -12 slot is generally used for Ghost Houses.

Area 1

Early Final
NSMB2-L1-12-Area1Zone1.png 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 is not present in the the final version of this level. This appears to be directly lifted from New Super Mario Bros. DS's 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


Early area 3 is just 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 the princess is also not present. It should be mentioned that the final Area 3 features some decorative tiles off zone.

Unused tiles in 2-3

Cool brocks, blo

02-03 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 right of the first zone. These numbers directly correspond to flags being activated as player approaches that section of the level.

Early final castle

06-10.sarc features an early final castle. Only parts 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
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.