Mj is likely the internal name for New Super Mario Bros. New Super Mario Bros. Wii uses this for part of its save-files name. The only difference in the second version of the European demo is a slightly different header that causes DSi consoles to boot straight into the game when the console is switched on, skipping the System Menu. New Super Mario Bros. Release date: Nov 11th, 2009. Publisher: Nintendo. Download all files as MP3 (203 MB) Download original music files (159 MB). This is a MIDI file, won't believe me? It's played on my SC-8850 in 88PRO mode.Also not mine.MIDI file: https://midiofblack.000webhostapp.com/?dir=Nintendo/M.
- New Super Mario Bros Midi Files Download
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- Super Mario Bros Theme Midi
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New Super Mario Bros. |
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Also known as: New Chāojí Mario Xiōngdì (CN) This game has unused animations. This game has a prerelease article |
New Super Mario Bros. pretty much resuscitated the idea of all-new side-scrolling Mario games. Not unlike its kinda-sorta-sequel, this game has a lot of unused stuff.
- 3Unused Header Options
- 6Unused Text
- 7Oddities
- 7.2Internal Names
- 8Unused Code
- 9Regional Differences
Sub-Pages
Prerelease Info |
Notes |
Unused Scenes Menus abound! |
Unused Levels Stages that didn't make the cut. |
Unused Graphics Including leftovers from Super Mario 64 DS! |
Unused Tiles All sorts of stuff. |
Unused Tilesets And Backgrounds Some 8-bit background fun in here. |
Unused Music and Sounds Things the DS speaker didn't get to play. |
Unused Actors And Features Giant thing is glitchy? SCRAP IT. |
Enemy Battle Leftovers
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Add more info on the Snailicorn pit despawn functionality |
Toadsworth (i.e. the minigame controller actor) has an unused mode that causes the level to exit when the total number of the following enemies in-level reaches zero. In this mode, the Toadsworth model is not displayed.
Actor ID | Description |
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44 | Hammer Bro |
88 | Fire Bro |
59 | Boomerang Bro |
59 | Sledge Bro |
46 | Snailicorn |
It seems likely that this is a leftover of some sort of enemy battle level type, like in Super Mario Bros. 3 (and later in New Super Mario Bros. Wii).
The Snailicorn seems to be the only enemy in the game that despawns when it falls into a pit. Its likely that the Snailicorn was programmed with this functionality so that it could be counted as 'defeated' for this scrapped enemy battle mode, without the player having to use items. But as this mode goes unused, this code is redundant.
Unused Header Options
Mini Mario Physics
Mario uses the otherwise unused animation zero_g_walk and appears to use some sort of variation of the Mini Mario physics (e.g., floating and leg kicking) no matter which powerup he has. However, he can't wall jump and flies huge distances when fired from a Pipe Cannon. When this mode is on while the player is Mini, Mario won't be nearly as floaty.It's unknown where this would have been used.
You can activate it while in-level by setting one of the following memory addresses to 0x01.
US | JP | US kiosk demo | EU | EU kiosk demo | KO | CH |
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021B69E6 | 021ADF1A | 021A15FA | 021C189A | 021B411A | 021AF61A | 021B393A |
Start as Mini Mario
Mario will start a stage as Mini Mario. It was probably used for testing, rather than for any real gameplay purpose. You can activate it while in-level by changing any of the relevant addresses above to 0x02.
Per-area backgrounds and tilesets
The level header blocks defining backgrounds and tilesets can contain multiple entries. Each area can be set to use different background and tileset entries, which would in theory allow for multiple areas with different graphics in the same level. Unused level 3 uses this.
In practice, the code for this feature is incomplete, and a number of issues prevent it from working as intended:
- The feature was designed for an older revision of the game which used a different VRAM layout.
- The code handling backgrounds is inconsistent, reading the several background properties from different entries. This results in broken backgrounds.
- When changing areas, new graphics aren't loaded, except for the Jyotyu (blocks) palette.
It is also unclear how the support for multiple tilesets would have worked. It seems extra areas would have used tilesets 2 and up. However, in the final game, tileset 2 is occupied by the end-of-level castle.
Unused Entrance Types
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Are these behaving as intended? |
Each level has an entrance type setting which affects how Mario enters the area (exit from a pipe, jump from bottom of the screen, etc.). There are several entrance types that are not used by any levels.
- 7: The player spawns in the tile above where the entrance is placed, then jumps.
- 11: Like Entrance 1, the player spawns in the tile above where the entrance is placed.
- 12: Like the used 'Exit from door' entrance, the player spawns coming out of a 3D door which disappears to reveal whatever is behind it once it has closed. In this instance, though, the player and door spawn in the tile above where the entrance is placed.
- 14: Like the entrance used when the player first spawns or re-spawns after dying in Mario vs. Luigi mode, the player comes out of a pipe which grows out of the ground and then fades away. With this one, however, the player appears to be walking out of a door while coming out of the pipe. When the player spawns from this entrance after exiting from another area, the player looks like they are coming out of a doorway but without the door. What is possibly an earlier version of this entrance can be seen in the 2005 demo version.
New Super Mario Bros Midi Files Download
- 15: Seemingly a duplicate of Entrance 14.
Crash Debugger
There is a hidden crash debugger in the game, similar to screens seen in other DS games developed by Nintendo, like Super Mario 64 DS and Animal Crossing: Wild World. To access the crash debugger, first crash the game (the easiest way to do this is by removing the game card during gameplay), then hold L + R + A + Left, let go, hold Down + B, let go, and finally hold Start + Select.
The top screen shows the contents of the file BUILDTIME and the reason for the crash, while the bottom screen shows a stack dump.
Unused Text
Build Date
Every version of the game has a plain-text file called BUILDTIME in the root of the ROM filesystem:
USA | Japan | Japan Kiosk Demo | USA Kiosk Demo |
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UROM2006-03-29 09:48:19nitro-mj | JROM2006-04-04 19:07:45nitro-mj | JROM2006-04-07 11:17:21matoba_t | UROM2006-04-07 11:29:13matoba_t |
Europe | Europe Kiosk Demo | Japan Kiosk Demo (2006-Nen 10-Gatsu Taikenban Soft) | Korea |
EROM2006-04-26 14:20:08nitro-mj | EROM2006-04-27 11:13:34matoba_t | JROM2006-09-11 20:30:18matoba_t | KROM2006-12-27 14:32:43matoba_t |
China | |||
CROM2009-04-27 20:29:28nitro-mj |
matoba_t refers to the game's Assistant Director, Taku Matoba, nitro is the DS's code name. mj is likely the internal name for New Super Mario Bros. New Super Mario Bros. Wii uses this for part of its save-files name.
The only difference in the second version of the European demo is a slightly different header that causes DSi consoles to boot straight into the game when the console is switched on, skipping the System Menu. These were used in Nintendo DSi XL kiosks, to prevent users from accessing anything other than the game. The rest of the ROM is exactly the same.
Internal Project Name
Another possible internal name, 'Mario2d', appears twice in the arm9 binary. This is used internally in the save data, and isn't present in the demo versions because they do not use save data. This name is possibly reflected in the game's two-letter code (as seen on the front of the game cart, etc) - '2D'.
World Prefix List
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: How is this used by the 'get prefix for world' code exactly? |
A list that explains the meaning of the prefixes used in the level filenames. It is unknown what the strange order signifies, if anything. Found in the ARM9 code. It appears to be used by the 'get prefix for world' code, but the game seems to function fine if the text is blanked out.
Oddities
Introduction
In the introduction where Mario walks towards the castle after observing a lightning strike, there appears to be moving people in the background, but due to the resolution of the game, it is difficult to tell what they are supposed to be. When the game is played in a higher resolution, it turns out they are copies of the Toadsworth model moving around with no animations. This could suggest that Toadsworth was originally Toad, but maybe they just chose the Toadsworth model as he resembles Toad.
Internal Names
Tilesets
Filename | Identification | Translation | Notes |
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d_2d_I_S_tikei_nohara_ncg.bin | Secondary general tileset | [...] Sub Tileset Grassland [...] | This filename suggests that this tileset was once an extension of the grassland tileset. |
Misc. 2D Graphics
Filename | Identification | Translation | Notes |
---|---|---|---|
I_star_red_ncg.bin | Big Star | - | This filename suggests that the Big Star was once red. |
Music
Filename | Identification | Translation | Notes |
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BGM_WATER_3 | Underwater | - | This filename suggests that there were multiple underwater tracks at one point, or that the underwater theme was replaced multiple times. |
Sound Effects
Filename | Identification | Notes |
---|---|---|
SE_SYS_ONE_DOWN | Tapping a 'W' during the credits | This filename suggests this was for some sort of 'lose life' event, although it's possible that this sound was created exclusively for the credits. |
SE_OBJ_GET_DRAGON_COIN | Getting a Star Coin | This filename suggests that Star Coins were once Dragon Coins. |
SE_PLY_STAR_ATTACK | Enemy/block debris created by enemy or Mega Mario | This filename suggests that this sound was used when enemies were defeated by touching them as Invincible Mario. |
SE_OBJ_BIG_ROCK_CRASH | Giant spiked ball hitting a wall | The sounds for small spiked balls rolling and hitting walls are SE_OBJ_TEKKYU_ROLL and SE_OBJ_TEKKYU_CRASH, respectively ('tekkyu' means 'spiked ball'). The sound effect names for giant spiked balls suggest that they were once boulders instead. |
SE_OBJ_BIG_ROCK_ROLL | Giant spiked ball rolling | |
SE_OBJ_ITEM_APPEAR | Item spawning from a ? block | These sounds are identical, and the game uses them interchangeably in various situations where items spawn. |
SE_OBJ_GOOD_ITEM_APPEAR |
Model Containers
Filename | Identification | Translation | Notes |
---|---|---|---|
firebar1.nsbmd | Fire Bar ball | - | This filename suggests that there were multiple Fire Bar ball models, or that the Fire Bar ball model was replaced. |
donketu.nsbmd | Snailicorn | Bully | This filename suggests that this enemy was a Bully. |
obj_e3_ring.nsbmd | Red Ring | - | This ring model (though likely an early version of it) was first seen by the public in E3 2005, and this filename suggests that it was created for one of the versions shown or playable at the event. |
Models
Filename | Identification | Translation | Notes |
---|---|---|---|
new_donketsu | Snailicorn | New Bully | This filename suggests that the Snailicorn model was replaced at some point in development. |
Unused Code
Overridden Debug Trigger
There is code that would bring up the Scene Load Debug Menu if Start + Select were pressed, but it isn't used as the Start + Select + L + R soft reset code overrides it.
Regional Differences
To do: Bug, level and collision code differences between the J, U, E, C, K, E-Demo (E-Demo-2 only has a header difference - see Build Date section), U-Demo and possible J-Demo (User:Kobosuke#New Super Mario Bros. - undumped) versions.
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Title Screen
Super Mario Maker Midi
International | Japanese | Korean | Chinese |
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The trademark wasn't registered quite yet in the international release. The Japanese, Korean, and Chinese versions each have a subtitle (in their respective languages), while the Korean version exclusively has a copyright date of 2006-2007 instead of just 2006. The Chinese version has the 2006 copyright plus a 2009 iQue copyright; this is because iQue released it in China.
Level Differences
- World 6-Castle - in the American version, the tall room with the boss door is located within the main level file. The Japanese, European, and Korean versions moved the room into its own file, which is a bit odd since there's really no reason to do so and nothing was added or removed.
The Mario series | |
---|---|
NES/FDS | Super Mario Bros. • Super Mario Bros. 2 (FDS) • Super Mario Bros. 2 (NES) (Prototype; Doki Doki Panic) • Super Mario Bros. 3 |
SNES | Super Mario World • Super Mario All-Stars • Super Mario World 2: Yoshi's Island (Prototypes) |
Satellaview | BS Super Mario USA • BS Super Mario Collection |
Nintendo 64 | Super Mario 64 (64DD Version) |
GameCube | Super Mario Sunshine (Demo) |
Wii | Super Mario Galaxy • Super Mario Galaxy 2 • New Super Mario Bros. Wii |
Wii U | New Super Mario Bros. U • New Super Luigi U • Super Mario 3D World • Super Mario Maker |
Game Boy (Color) | Super Mario Land • Super Mario Land 2: 6 Golden Coins • Wario Land: Super Mario Land 3 • Super Mario Bros. Deluxe |
Game Boy Advance | Super Mario Advance • Super Mario Advance 2 • Super Mario Advance 3 • Super Mario Advance 4 |
Nintendo DS | New Super Mario Bros. • Super Mario 64 DS |
Nintendo 3DS | Super Mario 3D Land (Demo) • New Super Mario Bros. 2 • Super Mario Maker for Nintendo 3DS |
Nintendo Switch | Super Mario Odyssey • New Super Mario Bros. U Deluxe • Super Mario Maker 2 • Super Mario 3D All-Stars • Super Mario Bros. 35 • Super Mario 3D World + Bowser's Fury |
iOS/Android | Super Mario Run |
Mario Kart | |
Console Games | Super Mario Kart (Prototypes) • Mario Kart 64 (iQue Prototype) • Mario Kart: Double Dash!! (Demos) • Mario Kart Wii (Channel) • Mario Kart 8 (Deluxe) |
Handheld Games | Mario Kart: Super Circuit • Mario Kart DS (Demos) • Mario Kart 7 |
Arcade Games | Mario Kart Arcade GP • Mario Kart Arcade GP 2 • Mario Kart Arcade GP DX |
Mario RPGs | |
Super Mario RPG | Legend of the Seven Stars |
Paper Mario | Paper Mario • The Thousand-Year Door (Paper Mario 2 Demo) • Super Paper Mario • Sticker Star • Color Splash • The Origami King |
Mario & Luigi | Superstar Saga (+ Bowser's Minions) • Partners in Time • Bowser's Inside Story (+ Bowser Jr.'s Journey) • Dream Team • Paper Jam |
Mario Party | |
Console Games | Mario Party • Mario Party 2 • Mario Party 3 • Mario Party 4 (Demo) • Mario Party 5 (Demo) • Mario Party 6 (Demo) • Mario Party 7 • Mario Party 8 • Mario Party 9 • Mario Party 10 • Super Mario Party |
Handheld Games | Mario Party Advance • Mario Party DS |
Mario Sports | |
Console Games | NES Open Tournament Golf • BS Excitebike Bunbun Mario Battle Stadium • Mario Golf • Mario Tennis • Mario Golf: Toadstool Tour • Mario Power Tennis • Mario Superstar Baseball (Mario Baseball Demo) • Super Mario Strikers (Demo) • Mario Strikers Charged • Mario & Sonic at the Olympic Games (Beijing 2008, London 2012, Rio 2016) • Mario Sports Mix • Mario Tennis Aces |
Handheld Games | Mario's Tennis (Virtual Boy) • Mario Golf • Mario Tennis (GBC) • Mario Tennis: Power Tour • Mario Golf: Advance Tour • Mobile Golf • Mario & Sonic at the Olympic Games (Beijing 2008, London 2012) |
Web Games | Mario Tennis: Power Tour - Bicep Pump |
Other | |
Arcade Games | Donkey Kong • Donkey Kong Jr. • Mario Bros. • Donkey Kong, Donkey Kong Jr., Mario Bros. • Mario Roulette • Luigi's Mansion Arcade |
Computer Games | Donkey Kong (Atari 8-bit family) • Mario is Missing! (DOS) • Mario Teaches Typing (DOS) • Mario's Early Years (DOS) • Mario's Game Gallery (Mac OS Classic) |
Console Games | Donkey Kong (NES) • Donkey Kong Jr. (NES) • Mario Bros. (NES) • Kaettekita Mario Bros. • Wrecking Crew • Dr. Mario (NES) (Prototypes) • Mario Paint (Prototype) • Mario & Wario • Tetris & Dr. Mario • Undake 30: Same Game Mario Version • Mario's Super Picross • Wrecking Crew '98 • Mario is Missing! (NES, SNES) • Mario's Time Machine (NES, SNES) • Mario's Early Years: Fun With Letters • Yoshi's Safari • Hotel Mario • Super Mario's Wacky Worlds • Mario no Photopi • Mario Artist Paint Studio (Prototype) • Mario Artist Talent Studio • Mario Artist Communication Kit • Dr. Mario 64 • Luigi's Mansion • Dance Dance Revolution Mario Mix • Fortune Street • Captain Toad: Treasure Tracker (Wii U, Switch) • Mini Mario & Friends amiibo Challenge • Dr. Luigi • Mario + Rabbids Kingdom Battle • Luigi's Mansion 3 |
Handheld Games | Dr. Mario • Mario Clash • Donkey Kong • Mario's Picross • Picross 2 • Jaguar Mishin Sashi Senyou Soft: Mario Family • Mario Pinball Land • Mario vs. Donkey Kong (Demo) • Mario vs. Donkey Kong 2: March of the Minis (Demo) • Mario vs. Donkey Kong: Minis March Again! • Super Princess Peach • Dr. Mario & Puzzle League • Mario Bros. Classic • Luigi's Mansion (Nintendo 3DS) • Luigi's Mansion: Dark Moon • Captain Toad: Treasure Tracker (Nintendo 3DS) • Photos with Mario • Dr. Mario World |
Web Games | Dr. Mario: Vitamin Toss |
See also | |
Yoshi • Donkey Kong • Wario |
Super Mario Bros.
- Game Manufacturer:
- Nintendo
- Game Genre:
- Platformer
New Super Mario Bros Midi Files Free
Super Mario Bros Theme Midi
Reviewer | Title | Date/time |
Super Mario Bros. Review by jmoney | best game in the world | 3/21/2006 4:12:31 PM |
Super Mario Bros. Review by world -1 | This game kicks the biggest ass | 11/3/2005 9:37:05 PM |
Super Mario Bros. Review by onepcgamer | This Game Rules | 6/26/2005 9:31:55 PM |
Super Mario Bros. Review by I_Love_SMB_1996 | SMB rocks! | 12/13/2004 4:35:52 PM |
Super Mario Bros. Review by Stalin | FIRST IS THE BEST | 9/22/2004 10:37:28 PM |
Super Mario Bros. Review by Alexzero77 | Super Mario Brothers | 11/15/2003 12:23:41 PM |
Super Mario Bros. Review by Bman | Classic | 11/14/2003 1:56:07 PM |
Super Mario Bros. Review by Rohan Padiyar | The Game That Saved The Industry! | 10/5/2003 9:15:08 PM |
Super Mario Bros. Review by Dr.Slump | the game who started it | 10/3/2003 4:33:51 PM |
Super Mario Bros. Review by ChemicalTrain | Forever a Classic! | 6/19/2003 12:00:06 PM |
Super Mario Bros. Review by RoMuLoUs | Nes Ownz | 2/28/2003 4:29:32 AM |
Super Mario Bros. Review by Crusherkiller | Decent game | 2/23/2003 7:34:46 PM |
Super Mario Bros. Review by Fangs Echidna | Slum lord? | 12/25/2002 6:00:25 PM |
Super Mario Bros. Review by Steve Puke | Bowser's trowsers | 12/4/2002 9:25:29 PM |
Super Mario Bros. Review by Xpenguin | first game ever | 11/9/2002 5:16:33 PM |
Super Mario Bros. Review by ralph | legend | 9/13/2002 8:56:56 PM |
Super Mario Bros. Review by Drex | Try this out! | 7/16/2002 10:02:39 AM |
Super Mario Bros. Review by Nickokapo | This one's a classic! | 7/10/2002 1:28:07 PM |
Super Mario Bros. Review by ZombieOklonia | God of Side-Scrollers | 12/22/2001 2:33:55 PM |
Super Mario Bros. Review by Dragon Chaser | An Oldie but a Goodie | 8/25/2001 12:43:51 AM |
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