5:20 all things considered, that's actually pretty cool. I figure they took it out since making pipes that move following the intervals the koopas use would be a lot of code for something that'd get scarce use since it would have to be out of reach, but would need access to lower offscreen, so it's just be a big hassle for a little detail.
0:30 SMM-like bonus room. I mean because they give you three 1-UP mushrooms because you can't get more per level there. I like zoomed-in camera. Where are my narrow borders from GBA SMA games? I want those back in some form. They sacrificed a bit of the solo experience in order to have four players having fun at the same screen.
Okay, so the only stage that's salvageable for a "Lost Levels" hack so far is 40-08. The water level wasn't that interesting, but the following Urchins can probably be used elsewhere to make a more worthwhile stage interesting
Honestly, in comparison to NSMBDS and NSMBW, NSMB2 and NSMBU are kinda...uninspired. 2 is just “NSMBW...but handheld and COINS!!!!!1!!” U had a couple of neat mechanics - the stone eyes, the baby Yoshis, the open-world overworld - but for the most part it didn’t really introduce much to the series. When you mentioned “Follow that Shell” I remembered that there was such a level in the game, but I could not for the life of me remember what the level looked like. Yet if you name any level in NSMBW I could tell you exactly how it plays out.
Poudink I didn’t say there were no good levels in U, nor did I say there were only good levels in Wii. Generally speaking, I think NSMBW was a better game, but certainly there were some things U did well. I much preferred most of the U boss fights to the Wii ones (excluding the Boom Boom battles), for instance.
I really like NSMBW, not because of the level design but because of all the new mechanics and extra stuff it added. NSMBU looks great but most of the level design and mechanics feel kind of bland due to the fact that a lot of those mechanics don't feel like they would be unique to NSMBU.
Every single time I see the name "Cheep Chomp", it bothers the heck out of me that its bearer is in no way whatsoever related to Chain Chomps. Also, maybe that underground water "level" was an overly-elaborate test room for a bunch of random underwater features?
For 40-09 Area 3, maybe the Cheep Chomp was meant to chase and terrorise you throughout the entire scrolling segment? Sorta seems redundant if there's a Star just handed to you in the previous area, but I guess I can't criticise an unfinished/unused level too much.
5:10 I love the Koopas that only exist to sing their BAH notes, otherwise thrown into the clouds…
Lol
it killed me
lol
5:12 Devs clearly had some fun with that intro.
I wouldn't mind some levels that actually have something going on as a sort of intro the level, just like that one.
Is it possible to sync pipes in such a way for Super Mario Maker 2 so that such a thing is possible?
No, but you can try platforms on tracks. If you want enemies to “sing” the notes, you can have winged blocks pop up on tracks.
7:57 Maybe the intent was for that Cheep Chomp to be chasing you around the whole time, but since you killed it...
Gotta admit, the pipes that are timed with the music would make for a neat level gimmick... If it wasn't made by Nintendo using NSMB's stock music
See: Beep blocks from the 3D mario games
YEET
The Sign isn't broken, it is just incredibly excited.
YUP. YUP. YUP. YUP.
Timestap?
@@TboiEnjoyer8 13:52
@@isavenewspapers8890 Ah. One year late. But thanks
@@TboiEnjoyer8 Wait, there was a deadline?
5:20 all things considered, that's actually pretty cool. I figure they took it out since making pipes that move following the intervals the koopas use would be a lot of code for something that'd get scarce use since it would have to be out of reach, but would need access to lower offscreen, so it's just be a big hassle for a little detail.
They'd probably have to make custom pipe objects but it would take one programmer like an hour or so to hook something like that up.
I wonder why they scrapped the early Seesaw Shrooms. With a couple of edits, it really seemed like a fun stage.
0:30 SMM-like bonus room. I mean because they give you three 1-UP mushrooms because you can't get more per level there.
I like zoomed-in camera. Where are my narrow borders from GBA SMA games? I want those back in some form. They sacrificed a bit of the solo experience in order to have four players having fun at the same screen.
I really want an animation of those Koopa's dancing, or a video of them doing it enough to make a loop
9:49 Mario refused to die by time limit
LOL. 😅
3:58 Wait, do those ugly png-like borders on the circle transitions show up like that on retail?
5:13 "BAH!" **death**
@@arkethel Ew
Thank you so much for researching and archving for the TCFR! I really appreciate it.
Double upload
NOICE
12:55 I’m not seeing any walking Piranha Plants, incidentally.
13:07
“spiky tower”
it’s called a skewer boi
12:08 there's a level in Donkey Kong Country Tropical Freeze that features the same concept. Fun to see it in Mario environment now
Skawo: *plays unfinished level*
Level: *is unfinished*
Skawo: useless fucking pieces of shit
Weren't there blue pipes at the beginning of 1-2? I seem to recall that being a thing and I didn't see one in the early version...
7:53 early version of “Swim For Your Life”?
But if you kill the fish....
I really want to see a level where everything is synced to the musical BAHs in Super Mario Bros. Wonder.
I wonder if someone will make a NSMBU Director’s Cut which adds in the best parts of the scrapped and early levels to the main game
13:18 Maybe I don't remsmber correctly, butweren't there secrwt Luigis in this game? Maybe this was one of them
I think was probably a test for a Luigi image here.
This, again, gives me first Mario maker level vibes
9:48 dang, you died just before the timer Could time you out and kill you. Pretty creative
He dies anyway, both ways equal the same result. 😅😅
Okay, so the only stage that's salvageable for a "Lost Levels" hack so far is 40-08. The water level wasn't that interesting, but the following Urchins can probably be used elsewhere to make a more worthwhile stage interesting
Honestly, in comparison to NSMBDS and NSMBW, NSMB2 and NSMBU are kinda...uninspired. 2 is just “NSMBW...but handheld and COINS!!!!!1!!” U had a couple of neat mechanics - the stone eyes, the baby Yoshis, the open-world overworld - but for the most part it didn’t really introduce much to the series. When you mentioned “Follow that Shell” I remembered that there was such a level in the game, but I could not for the life of me remember what the level looked like. Yet if you name any level in NSMBW I could tell you exactly how it plays out.
Agreed. The series took a huge dip in quality after NSMBW.
NSMBW levels are, uh, very boring too, imo. NSMBU has better ones.
Poudink I didn’t say there were no good levels in U, nor did I say there were only good levels in Wii. Generally speaking, I think NSMBW was a better game, but certainly there were some things U did well. I much preferred most of the U boss fights to the Wii ones (excluding the Boom Boom battles), for instance.
@@donielf1074 well you seemed to be saying the levels in NSMBW were extremely memorable, which I don't really understand.
I really like NSMBW, not because of the level design but because of all the new mechanics and extra stuff it added. NSMBU looks great but most of the level design and mechanics feel kind of bland due to the fact that a lot of those mechanics don't feel like they would be unique to NSMBU.
12:05 That reminds me of this lava level in SM3DW where you had to ride on a crystal box
Yeah, its probably scrapted due people complain that the ridealbe cyrstal block ride is skipalbe, making the block seemly pointless. 😅
This video made me realize that the dancing Koopas are the best thing ever.
what do the numbers in between levels mean?
are those the level file names?
Yep.
6:04 those bricks are upside-down
Yes.😅
So what you're telling me is that the devs of this game were having a good laugh while making it
10:14
Whoa...Mario can paddle quickly in this game? Was that added in NSMBU specifically or has it been a thing since NSMBW?
It has been in since NSMBDS.
@@Skawo I've never done it. Do you just hold down the swim button?
@@k-leb4671 Yes.
It also appears in the Super Mario Maker series.
@@Skawo Not sure what purpose it has aside from looking okay.
I could see the zoom-in feature being interesting by making some single player challenges out of it.
0:33 what are you, CeaveGaming??
...?
@@Skawo do you know Ceave Gaming?
He says "Hooray" a lot, its supposed to be a joke but I just suck at making jokes
oh @@SurfRaichu
hOoORaY
OUcHiNg sPiKeS
YUmMy mUsHrOom
@@WA-Y didnt think i'd ever hear someone else saying that
Every single time I see the name "Cheep Chomp", it bothers the heck out of me that its bearer is in no way whatsoever related to Chain Chomps.
Also, maybe that underground water "level" was an overly-elaborate test room for a bunch of random underwater features?
I would guess that the pillars were placeholders for eels.
2:59 Mario Maker In A Nutshell
oh boy double upload
oh wait someone already said that
oh boy double comment
Wow so the song is played using Koopa Bagpipes? Is that what that meant? Huh. . .? Ok then!
A ton of unused items could be put for mario maker 2
For 40-09 Area 3, maybe the Cheep Chomp was meant to chase and terrorise you throughout the entire scrolling segment? Sorta seems redundant if there's a Star just handed to you in the previous area, but I guess I can't criticise an unfinished/unused level too much.
11:43 - 12:13 really reminds me of Crystal Snail's stage in Mega Man X2 for some reason.
12:47 what is past that coin area?
Maybe, some sort of coin maze...
That layout is not present in the final game.
It's actually used as some hidden-wall secret at the end of 1-2. You use a hidden block to enter from the that top area.
40-09 crashes b/c the entrance to a level i entrance id 0 not 1 ( i saw it said 1 )
8:34 i realized, it’s early swim to your life! Super star road course. It looks a lot like it.
Best series
Is nobody gonna mention how he triple jumped backward at the beginning
9:12 we have a new Mario Party minigame concept
How did you get these?
Foxy The Pirate 2019 by using his godlike powers
Why can’t they been used in the actual game? It would been hilarious
I LIKED THE EARLY SEASIDE SHROOMS BETTER
8:34 that’s an early swim for ur life it’s in superstar road
0:33 Three Bro Lives
All of these would probably just be in normal NSMBU too, since it’s just a port.
How did you record this? I was looking on how to do it
Can someone provide a download for the levels?
13:17
"Yo."
3:00 it's like mario maker
"what" counter: 1
et al? 2:33?
Et al.
*D A N C I N G K O O P A S*
Someone take hints from DK Country Returns/Tropical Freeze? ^^
OOOOO OOOOO
Wh ysome levels dont load is probvs iot has the queen poer
0:29 ur phone turns off
Damn Skawo, your commentary has become a little... biting.
Uh?
@@Skawo It's not a shot at you, of course! Most cutting room floor stuff I see is typically just a dry description of what's seen on screen.
5:10 :D :D :D
bahp
What does tcrf means?
The Cutting Room Floor, it's a website dedicated to unused content in video games
@@vertigo.frog2110 thanks