WIP:New Super Mario Bros.
Unused Instrument Bank
The instrument bank BANK_COURSE_CLEAR is unused - the course clear jingle uses BANK_GOAL_FANFARE_BGM instead. The unused bank and the samples it references are practically the same as the ones for the highscore jingle from SM64DS, which is used in both SM64DS and this game for minigame high scores too. This suggests that this jingle was once used as placeholder for the course clear jingle.
Early MvL Level Design Leftovers
The Mario vs. Luigi level icons show some differences in level design. The Grassland level icon doesn't seem to show any differences.
Underground
Early | Final |
---|---|
- There are coins atop the unsupported bricks.
- The background is an early version of the "near" cave background. The background can also be seen in prerelease materials.
- This may just be due to the icon's low quality, but the coins and bricks may be using an early design.
An arrangement of five bricks above an step in the ice.
A low staircase of pipes, then a drop.
Castle
Early | Final |
---|---|
- The lowest ground is two blocks high.
- The square with the Mini Mario passage is only blocks high.
- There is a Question Mark Block just north-east of the Mini Mario passage, beside the brick.
- There is a three block high and a one block high ground protrusion east of the Mini Mario passage.
- This may just be due to the icon's low quality, but the castle tiles seem to be darker and the moving block seems to be lighter.
Unused Level Features
World 1-Castle
Unmodified | Three things removed |
---|---|
In World 1-Castle there is a large instance of the unused grey brick object behind an instance of the equivalent green brick object and some related objects.
World 2-Castle
For some reason, the ? Switch at the end of World 2-Castle disables the three Spike Balls above the third Star Coin from spawning while it is active.
World 3-1
The P Switch in World 3-3 activates flag 44, but there is no sprite set to watch for that flag in the level.
World 3-3
This needs some investigation. There's something there, we're just not sure how to access it yet. Discuss ideas and findings on the talk page. Specifically: There is a useless ? Switch with weird (and some unused) settings below the level. Work out what the settings do then document it here |
The third Star Coin in World 3-3, which is in the room with lots of Bloopers, activates flag 30, but there are no sprites set to watch for that flag in the level. Maybe the Bloopers were to be triggered to appear by the flag, like with Star Coin three?
World 3-C
The P Switch in World 3-C activates flag 1, but there are no sprites set to watch flags in the level.
World 4-Ghost House
The P Switch in area 1 of World 4-Ghost House, the ! Switch in area 1 and the P Switch in area 2 activate flag 1, 2 and 3 respectively, but there are no sprites set to watch flags in the level.
World 4-A
There is a World Map Hammer Bro. spawning point at the start of World 4-A, despite the fact that only Worlds 5 and above have Hammer Bros. on the world map, so it will never show up.
World 5-B
The second Star Coin in World 5-B activates flag 2, but there are no sprites set to watch flags in the level.
World 6-4
The ! Switch in World 6-4 activates flag 1, but there are no sprites set to watch flags in the level.
World 7-Ghost House
The second Star Coin in World 7-Ghost House, which is in the room with the ground-poundable goo, has its defunct "target flag" setting set to activate flag 3. Maybe the Star Coin was to make the exit door appear, instead of the ? Switch? In the final level, flag 3 is used by the ? Switch in the entrance room to make the doors in that room appear.
World 8-Tower 2
In World 8-Tower 2, above the second Star Coin in World 8-Tower 2 there is a "Flag Controller - Location Based", which is a sprite that activates a flag based on the status of the player and/or enemies. It is set to activate flag 1 if the player enters location 0, but there are no sprites set to watch that flag in the level, and there is no location 0 in the level.
World 3-A
In World 3-A there is another Goal Flag outside the view, present in the level file after the used Goal Flag instance.
World 6-A
In World 6-A there is some quicksand above the blocks in the underground room with the Big Piranha Plant.
World 6-B
In World 6-B there is a Goal Flag below the Checkpoint Flag, far below view. It is in the level file before all the other sprites.
World 6-6
In World 6-6 there are some coins above view that look like they might've been collected by Mario as he was fired by a Pipe Cannon, but the cannons don't fire Mario high enough. Cannons fired Mario higher in the E3 2005 demo. This area above the level may have just been used a scratchpad, however.
World 7-1
In World 7-1 there is an otherwise unused tileset object version of the squishy cloud platform (as opposed to an actor that uses a texture) outside the view.
World 7-3
In World 7-3 there is a duplicate "Hammer Bro. from map" sprite below the first room.
World 6-Tower 1
Unmodified | Two things removed |
---|---|
In World 6-Tower 1 there is a mini pipe behind the pipe in the Star Coin room. It requires many precise wall jumps to to reach this room without a Mini Mushroom, so it may have been deemed pointless to have a Mini Pipe too.
Mario vs. Luigi - Grassland
In the Mario vs. Luigi grassland level, there is a Big Star with ID 0 in between the pipes. Only Stars with IDs 1 or above actually spawn.
Mario vs. Luigi - Pipes
[get proper image] Below the view is an upside-down Pipe Piranha Plant. There are no upside down Pipe Piranha Plants in the used part of the level.
Filename Oddities
["This filename suggests that Star Coins were Dragon Coins." > "This filename might suggest that Star Coins were more like the Dragon Coins from Super Mario World, but it could just be a leftover from Super Mario Advance 2, which is the source of the Star Coin sound."]
Version Differences
Removed Files
To do: document all these |
The Japanese version removes one of the unused levels.
The European version removes some unused files:
- obj\sample_256_ncl.bin
- obj\sample_256_nce_ncg.bin
- obj\I_obj_yajirushi_ncg.bin
- obj\I_nokonoko256_ncl.bin
- obj\I_nokonoko_ncg.bin
- obj\I_kaidan_ncg.bin
- map\w7_tree.nsbtp
- enemy\t_box.nsbmd
- enemy\t_box.nsbca
- enemy\I_obake_yubi.nsbmd
- enemy\check.nsbca
- BG_ncg\d_2d_TEN_W_kazangake2_ncg.bin
- BG_ncg\d_2d_TEN_W_jungle_ncg.bin
- demo\staffroll_new.nsbtx
Level Differences
To do: Document World 6-Castle differences |
Japan
World 4-6 Area 1
USA | Japan |
---|---|
Two of the nodes in Dorrie's path are in different positions.
World 5-2 Area 2
USA | Japan |
---|---|
Some empty spaces above the level were filled in.
World 5-3 Area 1
USA | Japan |
---|---|
A decorative tile's length was reduced from two to one.
World 5-B
USA | Japan |
---|---|
The ceiling in the Star Coin enclosure was removed, and the left wall increased in height. This may have been done to make it possible to escape if you entered the enclosure if you were sealed in by one of the Brick Blocks.
World 5-C Area 1
USA | Japan |
---|---|
A hidden coin block object had its width reduced.
World 5-C Area 2
USA | Japan |
---|---|
An empty space above the level was filled in.
World 7-A Area 2
The level's sound set was changed from 0x7 (contains general sounds) to 0x17 (contains general and Squiggler sounds), which enables the sound the Squiggler makes when it comes out of a pipe. Squigglers only appear in this level, meaning the sound (embedded below) is essentially unused in the USA version.
World 8-6 Area 1
The level's sound set was changed from 0x7 (contains general sounds) to 0x9 (contains general and castle sounds), which enables the "Mario dies by falling in lava" burning sound.
Europe
World 6-2 Area 2
An object that allows the camera to scroll into a 16x16 Area containing no other tileset objects, was added to the first 16x16 Area, presumably to prevent camera glitches.
World 7-6 Area 3
USA | Japan |
---|---|
To prevent the player from going above the pipes, the pipes were extended and an invisible solid object was added.
World 8-Tower Area 2
Bowser Jr.'s parameter at nybble 8 was changed from 0x0 to 0x1. This setting isn't fully documented, but has something to do with Bowser's Jr.'s running behaviour.