List of New Super Mario Bros. Wii pre-release and unused content

Some of the Beta elements from the game New Super Mario Bros. Wii.

Princess Peach
At one point, Miyamoto considered making Princess Peach a playable character, like in Super Mario Bros. 2, but eventually decided against it because of how difficult it would be to animate her dress.

Mega Mushroom
The game were going to have Mega Mario, but the idea was abandoned. EN_ITEM has an empty value which loads a mushroom model from I_big_kinoko.arc, but it crashes the game when used, and it does not have any other code which uses the value. Also, obj_dokan.arc contains a broken pipe model. The reason of the abandon was probably because the camera would have to be expanded too much to fit four players in the screen using the same item, making the game almost unplayable.

HUD during gameplay
In the early screenshots of the game, the HUD originally appeared transparent during gameplay; additionally, the text appeared very different, with only generic font; possibly as a placeholder. Later screenshots and videos of the final build show that the HUD is now solid (only turning transparent if a player goes behind it), certain icons were updated or brightened up, and along with the trademark Mario text. Notably, the life box was sized down, while the score and timer stretched out slightly.

Also, when a Yoshi is ridden, a music note appears on the upper-right side of the screen. This may have been deleted because that people may have been under the impression that the note stands there for no reason.

"Level Clear!"
In the E3 2009 demo, whenever a character completes a stage, the message "Level Clear!" appears. It was changed in the final build to "Course Clear!" for unknown reasons.

Yoshi Cookie
Yoshi Cookies were going to appear in the game, with the same function as a Berry.

Results Screen
In demos shown in the Press Conference, after finishing each level a results screen would pop-up showing the player how many enemies were stomped and how many coins were collected, which is not in the final. However, in New Super Mario Bros. U, once the game is beaten, players have access to a purple Records Toad House, containing aforementioned information. Also, in New Super Mario Bros. 2, the coin counter shows how many coins have been collected in the game.

Flag and Midway flag
The Goal Pole and the Checkpoint Flag were originally going to have an image of a skull on them, but it was changed to Bowser's emblem in the final version. The skull flag was used in New Super Mario Bros.. Also, an early image shows the Midway Flag as a circular sign with a skull on it.

Power-Up Panels
In the final game, the "Your Turn" message does not appear in single player mode.

Different Platforms
The platforms in World 7-4 were normal platforms in the beta. The tracks were black instead of yellow and the end points were red.

A latter version had the emblem of the player who was controlling the platforms as the end of the trails, while the platform itself was gray with a bolt all the time, just like when they are off in the final version.

Level Musics
The underground, desert, castle, athletic themes, and the level clear musics were not remixed. The snow, forest, lava and ghost house musics did not exist.

Unused Music
The only unused track in the game is cheepfanfare_lr.ry.32. It was probably a fanfare for when Toad is saved in an enemy course.

Sound Effects
During the E3 2009 demo, coins had 8-bit sound effects, just as they did in the first New Super Mario Bros., but it was later replaced with different sound effects.

Also, the power-up sound effect was originally the sound effect from New Super Mario Bros., but it was changed to the 8-bit version.

One-way gate
This gate allows the player to cross only from one direction. The only usable ones are "enter from the right" and "enter from the left". The player go right through the "enter from the bottom" and "enter from the above" can only be used once.

Swinging pendulum platform
A swinging pendulum platform from World 6-Castle. They self-rotate (you don't need to attach them to a rotation controller for them to move), and the player can adjust their swing arc, speed and size.

Red Yoshi
While the game was still in development, Nintendo confirmed that a Red Yoshi was ridable (even artwork had been made, saying that it would stay so). However, after a newer trailer, Red Yoshis weren't been seen again in the game, but instead, Pink Yoshis were added (the artwork for the Red Yoshi was changed to match this).

Blue Yoshi
The Blue Yoshi was also supposed to be in New Super Mario Bros. Wii ever since the gameplay was shown, and a Blue Yoshi was ridable and confirmed. In the final version, they are replaced by the Light Blue Yoshis.

Changes
In the first battle against Larry Koopa as presented in the E3 2009 demo, whenever he goes into his shell, he barely covers any ground. Also, the first battle with Morton was held in the World 1 Castle in the demo, not the World 6 Tower (as that level wasn't featured in the demo). Morton also doesn't have spiked pillars stabbing the platforms to the side; instead, there are Podoboos jumping out of the lava.

Dropping in on the Koopalings
In the E3 2009 demo, after players go through the boss door, they all fall from the top of the screen and into the boss room, as the initial Larry and Morton videos showed. This was just like in the original New Super Mario Bros., where the player also enters the Bowser Jr. battles the same way. In the final version, the players are already on the ground when the boss room loads up.

Early Roulette Block
The Roulette Block was suppose to look like the ones in New Super Mario Bros.. They had different item icons too.

Snake Block Texture
The Green Snake Block found in New Super Mario Bros. was supposed to be used in the game but instead Ice Snake Blocks replaced it. The only place Snake Blocks were found was in Lemmy's Castle and in no other place in the game.

Doomship Key
Keys were going to appear in the game. When obtained, the key just flies out of the screen next to the lives and coins counters. It might have opened locked doors on Airships.

Conveyor Belt Spikes
Spikes were suppose to be on Conveyor Belts but were taken out for unknown reasons. The can be used in the game by hacking and using Reggie.

Event Switch
In the level editor Reggie, it is possible to find a magenta ! Switch, and even a Brick with it. This ! Switch is an Event Switch. The Event Switch allows an event to activate one of up to four event IDs specified and do something else.

Gray ? Blocks
At E3, it was shown that there were originally going to be gray ? Blocks in the ice levels, but they were scrapped out for unknown reasons. Also gray Brick Blocks were shown with the gray ? Blocks.

Level Designs
Many of the platforms were redesigned as many of them were originally plain in color. There are also differences in mechanics of some of the platforms. There was going to be platforms moving on their own, close by growing and shrinking pipes, but those platforms can now be controlled by players tilting the Wii Remote. For example, World 1-1 had the first Star Coin in the level on the overworld part of the level, the underground area with the second Star Coin was made differently, and the Red Coins and Red Rings were absent; they were replaced by Coins. World 7-5 and 5-3 both had World 1's background. The land of World 3 had cyan stripes instead the brown. The desert background had a green sky.

In level 8-7 the level used to be an autoscroll level. In some parts of the level the Spine Coaster could not catch up because the screen was moving too fast.

World Layouts
In the World Map folder on the disc, left behind is an unused configuration file for the "Collected Star Coins" screen (CollectionCoinCourseSort.arc). From it, we can learn early level layout.


 * World 1 didn't have 1-6.
 * World 2 had a Ghost House and lacked 2-6.
 * World 3 had two Ghost Houses.
 * World 4 had 4-7 and didn't include the Ghost House and Airship.
 * World 5 had 5-7.
 * World 6 has 6-7, and could have no airship.
 * World 7 had 7-7 and didn't have the Ghost House. It could have included a cannon.
 * World 8 had a second tower, marked as "Secret".
 * There's no World 9 yet.

Enemy Changes
The Bramballs in the E3 trailer had brown feet instead of yellow feet.

Micro-Goombas were able to be defeated by running into them. They acted like the ones in New Super Mario Bros. but were changed to the Super Mario Bros. 3 style where the Micro-Goombas would stick to Mario and hold him down.

Defeated King Bills
King Bills were able to be defeated but it was changed in the final version. It has an animation for being defeated and through hacking methods the player can defeat it.

Unused Power-up
While never revealed or used in the game, a power-up that appears to be a chicken suit was originally intended to be in the game. Concept art of the suit had been discovered though its purpose or effects on the characters who were to use it is unknown. It eventually changed into the Penguin Suit.

Penguin Suit
The Penguin Suit was going to have white eyes with a blue pupil but was changed to black eyes.

Propeller Mushroom
The orange Propeller Mushroom was originally a Propeller Suit, a red letter "P"-like suit with a propeller at its top. It's unknown why the creators changed it into a Mushroom.

Fire Toads
Originally, the Fire Toads had mushroom caps which had their respective colors reversed with white spots on them. However, in the final version of the game (and later trailers prior to its release), the Toads' fire forms instead have them with caps with reversed colorations of their respective colors and with red spots instead of white ones.

Additionally, the early Fire Blue Toad and Fire Yellow Toad had their vests of the same color while their pants remained a maroon like color. However, in the final version of the game, the Toads received a reddish/maroon color for both their vests and pants.

Icons
The early power-up icons were very simple, and got replaced with better looking ones. There was no Ice Flower and Mini Mushroom got replaced with 1-Up.

Unused Enemies
Information for a Giant Buzzy Beetle and a Stretch exist within the game. However, neither of them were used in any level. The Giant Buzzy Beetle can be used as a platform, and will only move continuously in one direction; it does not fall while airborne. It does, however, change direction when it hits walls or collides with certain enemies. Lastly, it is immune to every known attack method, including invincibility. On a side note, this enemy's movement speed can be adjusted with the program, Reggie!. Kab-ombs were also made to appear, but were scrapped from the final release.

It is also likely that Fishin' Boo was intended to be in the game at one stage, since an unnamed object is called 'EN_GHOST_JUGEM'.

Unused Platforms
There were unused platforms. These include four rotating platforms (similar to the ones during the Reznor battle from Super Mario World), see-saw, and controllable platforms like the ones from 1-2 and 7-2 in New Super Mario Bros., respectively, and trampoline platforms that bounce the player to the opposite direction. These platforms were simply long gray blocks.

Unused Arrows
Arrows that were used in New Super Mario Bros. were found in the game by hacking. They do the exact same thing as they did in that game.

Unused Larry Koopa model
A shorter version of Larry Koopa exists in the game's code. Compared to the used model, this Larry has shorter eyes, shorter hair, and shorter stature.