WIP:New Super Mario Bros. 2

From Hiccup
Hmmm...
To do:
  • Eep Cheep
  • Check if Snake Block has unused setting that makes it use the unused icy texture or the unused icy snake block tile
  • Check Korean and Taiwan/Hong Kong Gold Edition versions and Taiwan/Hong Kong DLC when/if they are dumped and find a way to compare DLC .icn files (1, 2, 3)
  • https://pastebin.com/nsK4hUHM (search for "Don't delete all the sprites in the zone")
  • https://www.youtube.com/watch?v=x3a4u0zSAxM
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DLC

Unused Models[edit]

Gold Spiny[edit]

NSMB2-Gold Spiny.pngNSMB2-Gold Spiny Egg.png

There are archives for gold versions of the Spiny (togezo_G.bcres and paipo_G.bcres), despite the fact that when the Gold Ring is activated, Spinies turn into coins.

(Source: Original TCRF research)

Early Gold Koopa[edit]

The normal (non-gold) Koopa Troopa model archive, nokonokoA.bcres, contains an early Gold Koopa model which comes with an early texture. There are also two more early textures contained within the archive, that would have gone with the normal Koopa model. The final gold Koopa Model (which is the same as the normal Koopa model) and texture is contained in a separate archive, nokonokoG.bcres, like the other gold enemy models.

Early Final
NSMB2-Gold Koopa-early.png NSMB2-Gold Koopa-final.png


Early, for normal model Early, used in unused model Final
NSMB2-Gold Koopa-Early texture 1 for normal model.png

NSMB2-Gold Koopa-Early texture 2 for normal model.png

NSMB2-Gold Koopa-Early texture used in unused model.png NSMB2-Gold Koopa-Final texture 1.png

NSMB2-Gold Koopa-Final texture 2.png

(Source: Original TCRF research)

3D Donut Block[edit]

NSMB2-3D Donut Block front view.pngNSMB2-3D Donut Block angled view.png

A 3D Donut Block. The final Donut Block uses 2D graphics and has wide versions as well.

(Source: Original TCRF research)

Unused Graphics[edit]

World Map Diamonds[edit]

Like in New Super Mario Bros. Wii, the World Maps have 3D diamonds that mark the path spots, but they aren't visible in-game.

(Source: Original TCRF research)

New Super Mario Bros. Leftovers[edit]

Early World Map Path[edit]

NSMB2-CourseOBJ.png

Like in New Super Mario Bros. Wii, this texture from New Super Mario Bros. is used to mark the course spots on the world map models, but it's invisible in game.

(Source: Original TCRF research)

NSMB Seesaw Lift[edit]

NSMB2-NSMBSeesawLiftTexture.png

The Seesaw Lift model, obj_lift_seesaw.bcres, contains a copy of the Seesaw Lift texture from New Super Mario Bros.. It doesn't fit the current model.

(Source: Original TCRF research)

Demo Ratings[edit]

NSMB2-tr RatingGE 00.pngNSMB2-tr RatingJP 00.pngNSMB2-tr RatingPO 00.pngNSMB2-tr RatingUS 00.png

The European demo version contains graphics for USK, CERA, PEGI, Portuguese PEGI and ESRB ratings, but only the standard PEGI rating graphic is used.

(Source: Original TCRF research)

Blue Block Shards[edit]

xxxx Blue Blocks have shard graphics which appear if they are destroyed, but destroying them isn't possible without hacking.

(Source: Original TCRF research)

Unused Animations[edit]

Hmmm...
To do:
  • Unused Goomba (kuribo) animations?
  • block_pata unused animation (sea)?
  • Toad has animations leftover from Super Mario 3D Land
  • The grounded Piranha Plant has an animation leftover from NSMBW: "freeze"
  • (Source: Original TCRF research)

    Unused Music[edit]

    Gold Ring Tracks[edit]

    Several music tracks in the game have accompanying accompanying "sparkly sound" tracks meant to play when a Gold Ring is in effect but are used for places that don't have Gold Rings in them, and thus are never heard. It is not known whether these were meant to be used, or are just a result of the developers being thorough when creating the audio assets.


    Underwater
    xxxx

    Desert
    xxxx

    Lava Underground
    xxxx

    Jungle
    xxxx

    Tower
    xxxx

    Castle
    xxxx

    (Source: Original TCRF research)