List of Unused thingstodo things from/to [decide - maybe both]
unused
1. IntroHere you can find nearly every unused thing discovered in NSMB:https://tcrf.net/New_Super_Mario_Bros. -------------------------------------------------------------------------------------------------------------- Here you can find informaton and pictures about unused things in New Super Mario Bros. This is mostly a copy-paste of The Cutting Room Floor (TCRF) page, you can find a link to the source precedently. The unused things in NSMB are still in the ROM and you can find them through the NSMB Editor as well as other tools. You can find a download link to it in the navigation bar. 2. Unused ScenesScenes are glorified actors in New Super Mario Bros., which set up graphics and/or spawn other actors. For instance, the World Map scene (Scene 9) puts the Nintendo DS top screen into a 3D mode, then spawns Mario, the wandering blocks/enemies and then the world map model itself. By switching a scene you can get to any part of the game from any part of the game. Several of them are obviously early and mostly dummied out.2.1. Scene Load Debug Menu (Actor 2)The entirety of Overlay 2 consists of an unused Scene Actor, which looks to be a dummied out Debug Menu. Upon loading, it checks which levels are defined as valid by the game, then gets the number of Area said levels begin in. It then proceeds to load your savefile and checks whether the player has acquired checkpoints in them.The actor then goes to its OnCreate/OnExecute/OnDraw functions, but those have been removed entirely and simply return 1. There is, however, one more bit of code, which feeds some data from later on in the overlay to a function the game normally uses to change the current scene. Alongside that data are labels which would, presumably, be entries on a menu. By feeding this data to said scene-change function, we can find out what this menu would do:
2.2. "SAVE" - Save Operations Menu (Actor 7)This would be accessed from the above debug menu scene. Unlike it, however, most of its code remains intact; it sets up graphics modes during OnCreate, reads input during OnExecute, and properly functions based on said input. The only thing missing is the OnDraw, meaning it simply stays a blank screen.The menu can load save files 1-3 and also erase all data. The erasing function is broken, however, because it creates a malformed save file and causes a "Corrupted options data" error the next time you start the game. Perhaps the savefile format changed since this menu was dummied out. By pressing both START and SELECT you would return to the debug menu. On the right you can see this menu, with a recreated OnDraw function. 2.3. "WORLD" - Early World Select Menu (Actor 8)It's hard to say whether this was a debugging menu, or if they intended this to actually be accessible by the player.This actor loads eight unused world icons and displays them in a circle. Pressing Left and Right rotates the circle around, letting you select a world. Pressing A takes you to that world. By pressing Y or X the icons will zoom in and out, respectively, but only if L or R is also held. Pressing both START and SELECT returns you to the debug menu. This bears a slight resemblance to the World Select menu that eventually made its way into New Super Mario Bros. Wii. 2.4. "SOUND" - SFX Test Menu (Actor 16)Also accessible from Scene 2, and is missing the OnDraw function just like the Save Menu.By pressing Left and Right one can choose a Sound Set to load and a Sound Effect to play, which is done by pressing the A button. Pressing both START and SELECT would return you to the debug menu. On the right you can see this menu, with a recreated OnDraw function. 2.5. "KEY" - Input Test? (Actor 17)Also accessible from Scene 2, and is missing the OnDraw function again.Hard to say what this would do; it doesn't seem to show anything visible. Going by the Debug Menu name, it can be assumed that it would test Player input. Pressing both START and SELECT still returns you to the debug menu. 2.6. Minigame Debug Menu (Actor 329)Not accessible from the general debug menu, this requires spawning its actor after the game has switched to the Minigame Mode.Lets you enter all the different Minigame modes. This menu didn't get its draw function deleted, so shown is exactly how it would have appeared. 3. Unused Levels3.1. Unused Levels
3.1.1. Unused Level 1The level doesn't have sprite sets configured properly for any of the sprites (with the exception of Goombas and Koopas, since those are always loaded), which suggests that the sprite sets were rearranged during development. The big moving mushrooms were anchored to their THINGS differently in early versions of the game, which explains why they are misplaced. The level was designed for use with an early version of the grassland tileset - before the mushroom tiles were deleted. 3.1.2. Unused Level 2Includes a really wide variety of objects (even the unused pillars, a Giant Springboard and lava tiles). No sprite set combination exists that allows all the sprites to show at once. 3.1.3. Unused Level 3This level uses an unused "multiple backgrounds and tilesets per area" mode, which either do not work in the final game or are not set up correctly in this level. The stage is a grassland area split into three views. Players were supposed to use doors as a way of getting the stars before their opponents. The second view, a bonus room with many coins, was probably meant to use the underground tileset. The third view uses climbable vines as a way of crossing a chasm. Just like Unused Level 1, the level was designed for use with an early version of the grassland tileset. The Chain Chomp is a variation that causes the game to freeze (and corrupt the background even more) when Mario/Luigi gets near it. 3.1.4. Unused Level 4This level appeared in a show demo at E3. The second entrance would be for Luigi in the demo's multiplayer. Almost every block in the level contains a power-up. Again the sprite sets are wrongly configured. Located at the end is an old style staircase and flagpole. The flag is above the view and even if you move it down, the flag does not fit onto the unused pole correctly. Also, for some reason, the pipe cannons are no longer there. It could have been scrapped because of its length and the multiplayer-oriented level design. You can see the unused level in action here. 3.1.5. Unused Level 5A really long sand level also seen at E3. Just like Unused Level 4, it has the wrong sprite sets. The prototype midpoint ring and pipe cannons have been removed since the demo. Otherwise, the level is basically intact from its showing at E3. It was probbably scrapped for the same reasons as Unused Level 4. The flagpole uses also the same style as Unused Level 4. 3.1.6. Unused World 1-A Area
An unused Area 3 for World 1-A, World 1's water level. It is only present in the USA version (which was the first built release) and only the bgdat (tile data) file exists. The pipe/block layout is similar to the one in the 2nd Star Coin room in this level (which is in Area 1). The only tilesets that fit are the two bonus room tilesets, but given that it was for a water level, and seeing the general structure of this area, it can be surmised it was meant to use an early underwater tileset. The pipe on the left is breakable/movable if you are Mega. and oddly, some of the tiles in this Area extend off the level "canvas". 3.1.7. Unused CannonThis cannon is different to the other cannons in the game: The background, instead of a world-themed foreground and destination-themed background like the other cannons, it just uses two mountain backgrounds. The cannon leads to World 8. It would have been used in World 6, judging by the tileset, background and filename (F12_1.bin and F12_1_bgdat.bin). The music is set to 00 (Mario vs Luigi), which isn't played in any of the used single-player levels. The reason for this is that 0x00 is probably the default value for the music in Nintendo's level editor. The player starts off by coming out of a pipe next to a wood-block wall. This is odd, and you could speculate that this suggests that it was once part of another level, entered from another level or entered from a pipe on the world map. You can see a video of the level in action here. 3.2. Out of BoundsLevel features that were moved out of the play area.3.2.1. Mario vs Luigi Ice Level BlocksIn the bottom right-hand corner of the Mario vs Luigi ice level, there is a small step of blocks. They seem to be a duplicate of nearby steps in the same level. Why they are here is unknown. 3.2.2. 3-3 WallsIn the bottom right-hand corner of Area 2 of World 3-3 there are two platform sides, which are possibly remnants from an earlier form of this level. 3.2.3. 5-3 FlagBelow Area 1 of World 5-3 there is a flag, which is possibly a remnant from an earlier form of this level. 3.2.4. Misplaced Piranha PlantBelow the Mario vs Luigi Pipe stage, there is a misplaced Pipe Piranha Plant. It was probably a developer oversight. 4. Unused Graphics4.1. Unused Powerup Graphics4.1.1. Lightning BoltA yellow lightning bolt. The E3 2005 floor demo featured an early version of VS mode where the Mario Bros. would race each other to the end of a multiplayer version of a level. There was a lightning bolt powerup, that when touched would turn the other player into their Mini form, like the Lightning powerup from the Mario Kart series. There is also a empty leftover sound file from the powerup: SE_OBJ_GET_THUNDER. This unused power-up graphic was also used by ray and Freeze in their now cancelled NSMB hack called New Super Hacker Bros. 4.1.2. "Preliminary" Placeholder IconThe text says "preliminary". Most likely a placeholder for something else. 4.1.3. Placeholder Curved LineA simple curved line. Most likely another placeholder. 4.2. Unused Images4.2.1. New Super Mario Bros. LogoPresent in root/ARCHIVE/menu_title.narc/menu/title/UE_title_ncg.bin is an old version of the game's logo, which bears a strong resemblance to the logo used in Super Mario Bros. Deluxe. Nintendo released a high-resolution version of this logo, which can be seen here, as part of their E3 2005 press kit. The title screen of the E3 2005 demo used this early logo design. 4.2.2. Mario & Luigi Startobj/A_text_mariostart_ncg, A_text_luigistart_ncg Text depicting "MARIO START" and "LUIGI START". This text would have appeared at the beginning of a level, like in Super Mario World and SNES and GBA ports of Super Mario Bros. 3. You can see it used in early footage here and here. 4.2.3. Unused Numbersobj/A_OBJ_item_fontM_01_ncg These Super Mario 64-style numbers can be seen in a number of prerelease videos and screenshots, but go unused in the final game. The original palette does not exist anymore. 4.2.4. Unused 8-Bit Menu TilesIn the graphics file for the title screen background on the touch screen there are some unused graphics: the grey block is from the castle levels of Super Mario Bros., while the green pipe is from this game but in lower quality. 4.2.5. Sideways Mushroom StalkIn I_kinoko_kuki_yl is a sideways small Mushroom stalk. What this would be used for is unknown.4.2.6. Sideways Bouncy Mushroom StalkIn I_kinoko_kuki_yl is a sideways Bouncy Mushroom stalk. What this would be used for is unknown.4.2.7. Early Pre-Rendered Koopaobj/sample_256_nce_ncg & sample_256_ncl Based on the name "sample", it seems to be a test image. When pieced together, the tiles show an early version of one of the Koopa Troopa's pre-rendered sprites. The most notable difference is that the shell is smaller and cut off a bit, but the eyes are also black instead of slightly green.
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