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New Super Mario Bros. Wii/Unused Objects

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This is a sub-page of New Super Mario Bros. Wii.

To do:
  • Actor 723 "MODE_SELECT" seems unused, and tries to load a layout that doesn't exist (modeSelect.arc/modeSelect_09.brlyt); try to figure out what it does
  • Add the AR/Gecko codes for other versions of the game
  • See what happens when the DS versions of NSMB assets are put in here instead of the Wii versions --SONIC123CDMANIA+&K(B&ATSA)

New Super Mario Bros. Wii ported over quite a few assets from its DS predecessor and added many of its own.


Unused Level Actors

Moving Stone Blocks (DS)


They used these way the heck too much in New Super Mario Bros. on DS.

A port of an object from the DS game (with the same low-res textures), this little stone block is a simple moving platform/blockade. Sprite 27 moves vertically, 28 horizontally. Comes with lots of different options: can be flag-triggered, you can make it slow down gradually, you can change its direction, speed, and moving distance, and you can edit its height and width. The last one produces a rendering error, though, where the middle part ends up empty if it's set to anything other than 0.

Sprite 29 is a "big" version (AC_LIFT_OBJBG_HMOVE_BIG) of sprite 28, but it fails to spawn due to messed-up draw distance arguments. When fixed, it turns out to just be identical to sprite 28.

A similar (functionality-wise) block exists in New Super Mario Bros. Wii, used in 1-Tower.

Moving Stone Blocks


Don't hurt yourself.

Similar to sprites 27 and 28, but with a new model and texture. Plus, some of these variations include spikes. All of these also have a load of different options: they're flag-triggerable and speed, movement direction, width, height, movement distance and delays before movement and return can all be defined. This time, though, no rendering bugs are involved.

Random Flag Controller

AC_RANDSWITCH (sprite 36)
Allows a flag (like a switch being pressed) to activate a random one of up to four flag IDs specified.

Red ! Switch

EN_QSWITCH and EN_BLQSWICH (sprites 42 and 45)

The reddest type of switch.

An object which turns on the red outline blocks like its counterpart from the DS game. It also has all the basic functionality of other switches. Despite the name, it shows an exclamation mark, and is a separate actor from the other types of switches (the orange "?" switch is EN_HNSWITCH, and the P-switch is EN_PSWITCH). Sprite 45 is a brick which contains this object. This was probably removed due to the World 3 overworld switch being implemented.

See-Saw Platform

AC_LIFT_SEESAW (sprite 49)

I see a saw.

This platform uses test_lift.arc and is a port of the New Super Mario Bros. one from 1-2. It bobs to the left/right slightly by itself and dips sharply when a player stands on it. Can be flag-triggered and unlike the one in the DS game, you can change the tilt limit and its length.

Four Self-Rotating Platforms

EN_LIFT_WHEEL (sprite 52)

Reznor is jealous.

These are like the 2-Tower platforms from New Super Mario Bros. They use test_lift.arc as their model. The rotating speed can't be changed, but the direction can. Unlike the ones in the DS game, they can't be flag-triggered.

Rising Player Platform

AC_LIFT_BALANCE (sprite 55)


A port of the 7-2 platform from New Super Mario Bros. Uses test_lift.arc. Similar to this game's 7-Tower Wiimote-controlled Girder, but the tilt is controlled by where the player is standing on it. It has all the options it had in the DS game, including the unused ones: it can be made to disappear after a while if a player isn't on it, and when it starts to rise is definable (on level start or when a player steps on it) as is whether it's to move horizontally or vertically.


AC_ITEM_KEY (sprite 77)

Now you can open Pandora's Box!

A simple key, with its model named I_ship_key. When it's collected, it spins and flies toward your Star Coin counter. No sound plays, however, and nothing gets triggered.

Trampoline Wall

EN_TRPLN_WALL (sprite 87)


Also uses test_lift.arc. Bounces the player in the opposite direction when touched. Pretty glitchy (it can shoot you high into the air if you mess with it enough). The height can be changed.

Autoscroll Block


Who'd press that?

Appears as a simple blue block with an arrow. Has an option which causes it to rotate when hit. Turns on autoscrolling, if an Autoscroll Controller sprite is present in the level (it sets its nybble from 7 to 3, which causes it to start).

Rotation-Controlled Platforms

Two rotation-controlled platforms using test_lift.arc, one solid and one semi-solid. The "full" (solid) one only spawns if its width and height are set to nonzero values, and both of them require valid rotation IDs.

Amp Generator

EN_BIRIKYU_MAKER (sprite 108)
Generates a stream of Amps which will follow an on-screen line path. Has lots of options: movement speed, delay between spawning, number of amps spawned, and a Z-order option.


EN_PUKUCOIN (sprite 116)
An early version of Cheep-Cheep. Likely an unfinished version of the New Super Mario Bros. coin-dragging Cheep-Cheep. Has speed and direction options, directly reflecting the aforementioned DS sprite's settings.

Layer Warp

EN_REVERSE (sprite 121)
This actor normally crashes because it tries to load a nonexistent texture file (Sample/tobira.bti). If you add the file yourself, though, it does work.

It's a wobbly object displaying the texture you added. If you press the physical "right" button on the D-Pad while standing in front of it, it changes Mario from layer 1 to layer 2, the tile layer normally used for background decorations. Regular tiles can be drawn on layer 2, and collision works there, so if the level is set up properly, Mario can then walk behind enemies and objects. It's very similar to Super Mario Bros. 3's white block.

Mario switches back to layer 1 if he presses D-Pad Right while standing in front of the object again.

This actor doesn't quite read controller input properly. In the default control scheme (sideways Wii remote), the "right" direction on the D-Pad is the logical "up" direction, and that's probably what the developers intended the input to be. However, in Wii remote + Nunchuck mode, the actor ignores the nunchuck and continues to listen for the same physical button as before, which now corresponds to the actual "right" direction.

The "black hole" graphic in the video on the right was just added for demonstration, as there's no way to know what Nintendo's tobira.bti was actually a picture of. "Tobira" is Japanese for "door" — probably in the "interdimensional portal" sense, in this case.

Swinging Pendulum Lift

EN_LIFT_BURANKO (sprite 123)

The pit and the pendulum.

Ported from the DS game, along with their model and textures. They work like the World 6-Castle ones of the DS game. Swing arc, speed, and size are adjustable.

Loose Arrow

EN_YAJIRUSHI (sprite 143)

Go there, no there, NO, there!

A simple arrow which can point to all eight directions. It was not directly ported from the DS iteration, as its graphics were updated, the direction settings are slightly different, and the Z order settings weren't ported.

Jumping Cheep-Cheep

EN_JUMPPUKU (sprite 150)
The final game uses a generator for this variant of Cheep-Cheeps. There is a setting which makes them wait after they land in the water.

Duplicate ? Switch

EN_BIG_HNSWICH (sprite 153)
A simple duplicate of the used ? Switch. Its internal name suggests it was meant to be a large version of the ? Switch (EN_HNSWITCH). The game crashes if you have a level with this sprite, unless you also put a normal ? Switch.

Giant Brick Block

EN_BIGBLOCK (sprite 157)

Hitting a brick wall.

This ugly, shading-less block can contain just about any item (even the unused key mentioned above). Hitting it produces the same sound as hitting a normal brick with Small or Mini Mario.

It has a nybble which sets the number of times it can be hit before it breaks. The graphics for the stages of destruction aren't finished, however, and using the nybble will just show a giant number on the block which indicates how many hits it has left. The maximum hits it can take is 4, and setting the nybble above that will cause the game to crash due to missing graphics.

Path-Controlled Platforms

EN_RAIL_POLY_CHILD and EN_RAIL_POLY_ICE (sprites 160 and 287)
Sprite 160 uses the grabbable ice block model, while sprite 287 uses test_lift.arc. They're complete, and have lots of options: width, height, movement ID, starting node, and an option which decides what the platforms do at the final node of the path.

Balloon Powerup

EN_HATENA_BALLOON (sprite 171)
Appears during the Coin Battle/Free For All modes, but it's not used as a sprite. Its only nybble makes it show up. The powerup cannot be changed, and is always a Mushroom.

One-Way Gate

EN_ONEWAY_GATE (sprite 174)

One way or another.

Another port of a New Super Mario Bros. object, this gate allows the player to cross only from one direction. Very glitchy; the only usable ones are "enter from the right" and "enter from the left" ones; you go right through the "enter from the bottom" one, and "enter from the above" can only be used once.

Conveyor Belt Spike

BELT_NEEDLE (sprite 222)

Don't get hurt while moving.

Attaches itself to a conveyor belt and moves alongside it.

Floating Coin

EN_COIN_WATER (sprite 225)

Ridin' the waves.

When placed underwater, creates a coin which bobs left and right on the surface.

Giant Wiggler Generator

BIGHANA_MGR (sprite 241)
A sprite which automatically spawns an endless supply of the giant Wigglers seen in 5-2.

The sprite first waits for the player to move past its X position, so that the beginning of the level can be Wiggler-free. After that, it periodically spawns giant Wigglers within the bottommost 3-tile-or-taller gap between tiles along the right edge of the screen. Each Wiggler is spawned once the previous one has moved a particular distance from the screen edge. That distance — and the settings for the spawned wigglers — can vary throughout the level, as the sprite reads them from path node metadata. However, the code for selecting which path node to read it from is missing, so the sprite doesn't work without changes.

In the video on the right, the sprite has been edited to use a specific hardcoded path node for demonstration. It's likely that Nintendo's intent was to choose the closest path node to Mario's position, or something similar.

River Controller

TAG_WATER (sprite 243)
This sprite will create a current in all water objects in the level, without any graphical representation. You can set the current force and the direction. Some objects have been coded to use this, such as the Floating Barrel and the Lily Piranha, but they always go to the left (even if the current is set to the right), with much higher speed than set on the sprite.

More of these objects were likely planned, as there are references in the code to RIVER_PUKU, RIVER_PAIPO, RIVER_PAKKUN, RIVER_STARCOIN, and a few others.

There's also sprite 244, RIVER_MGR, which does nothing.

Cheep-Cheep Formation Generator

Generates Cheep-Cheeps in many formations. There are also different settings for the number of rows, the row width and direction.

Rotation-Controlled Deactivation Block

EN_ROTATION_BLOCK (sprite 252)
Looks like a normal ? Block, but can be attached to a rotation controller. When hit, it deactivates the set flag. You can also choose how many times the block can be hit before it turns used.

Rotation-Controlled Pipes

ROT_DOKAN (sprite 254)
A very buggy sprite – it requires a Spinning Rotation Controller, but even then it's quite random when it appears and when it doesn't. Length and the direction it will face at the start of the level is adjustable.

This object was properly completed in New Super Mario Bros. U.

Rolling Barrel

EN_LANDBARREL (sprite 288)
Starts rolling as soon as it appears on-screen. Breaks if it hits a wall. Will only knock back the player rather than hurting them.

Meltable Ice Cube

ICECUBE (sprite 294)

Don't melt me.

A simple meltable ice cube, with steam coming out of it. Most likely scrapped in favor of ice cubes with coins in them.

Giant Buzzy Beetle

EN_BIG_MET (sprite 296)

Mutated beetles attacked the town.

A scaled-up version of the Buzzy Beetle, complete with a speed setting. Will bounce off walls, but does not get affected by gravity (it will walk in mid-air if placed there). The player can stand on it and ride it safely. Penguin Suit's slide and Fireballs go right through it. It can only be defeated with a POW Block. Giant Buzzy Beetles later appeared in New Super Mario Bros. U, though not quite as big as here.

Mountain Ledge Koopa

EN_GAKE_NOKO (sprite 302)
A Koopa that hangs from mountain ledges, similar to the fence Koopas in 4-Castle. Its setup function was deleted, so it normally does nothing if spawned, but it can be made to work with a rewritten setup function. It has support for both red and green varieties (red ones change direction upon reaching the edge of a ledge, and green ones fall off onto the ledge below). It's still rather buggy, though: the model is too low compared to the height of the ledge, and it doesn't detect walls correctly.

A patch that restores the setup function can be found here.

Wiimote-Controlled Doors

REMO_DOOR and REMO_SLIDE_DOOR (sprites 319 and 320)
They look like a giant door. Mario always goes behind them, even if the door is on Layer 2. You can open the doors by tilting the Wiimote to the right. Sprite 319 opens like any normal door, while 320 slides to the right.

Bubbles with Controller



This sprite spawns bubbles which push Mario through the water. There are options for size, spawn delay, bubble move speed, and direction. The bubble cannon ID lets you assign it to sprite 329, which has the same options, with bubble size replaced with starting spawn delay. The kanji on the bubble says "temporary".

Test Enemy

EN_TESTMAN (sprite 415)

Early Final
NSMBW EN TESTMAN.png NSMBW Larry Koopa.png

A non-moving test enemy that looks like Larry Koopa.

It uses the same model as the final Larry Koopa boss (Object/larry.arc), but is rendered at a smaller scale. Instead of using Larry's normal idle animation, it just loops the ending of his appearance animation. It damages you if you step on it, but a ground-pound or a fire-flower fireball will kill it instantly. It can also be frozen, but the ice cube is not nearly big enough to fit the model inside.

Unlike the final Larry Koopa boss, this one cannot connect to a boss controller actor, which would be necessary to set up a proper boss battle.

Invisible Spin Jump Coin

AC_BLOCK_COIN (sprite 417)
Spawns a coin when the player performs a spin jump nearby. Never used, but the behavior is the same as that of the decorative flowers that are used.

Homing Banzai Bill Spawner

This spawns the unused homing Banzai Bill actor EN_SEARCH_MAGNUM_KILLER (actor 130, no sprite). The sprite has a setting that allows you to change the delay between spawns. Homing Banzai Bills act differently to homing Bullet Bills—they float up or down until they reach the player's height, then they start moving towards the player like normal. Unlike the homing Bullet Bills, these don't rotate to face the player, and they use a Color Animation instead of a Texture Animation to flash red.

Final Boss Brick

While this technically appears in the game (the falling golden bricks that are displayed when Giant Bowser is defeated at the end of the game), it's not used as a sprite. It has a nybble that sets its size, but the game will crash if said nybble is set too high.

Early Micro Goomba

EN_MAME_KURIBO (no sprite ID)
This actor spawns a miniature (about half in size) Goomba, which gets destroyed and flies offscreen when touched, as in the DS game. Unlike in the DS game, however, it is unable to kill Mini Mario when touched from the side; instead, if Mini Mario touches it, he gets sent up as if he jumped on it.

It seems likely that this was intended to be sprite 22, since Goomba, Paragoomba, and "EN_MAME_KURIBO" are assigned to actors 51-53, and sprites 20, 21, and no sprite, respectively. Sprite 22 is assigned to a placeholder null actor, but configured to load the Goomba model file.

They were scrapped in favor of Super Mario Bros. 3-style Micro Goombas, named EN_BEANS_KURIBO and assigned to sprite 200.

The following Action Replay code (for PAL version 1) replaces sprite 22 with this actor:

0230A6B0 00000035

Smashed Pipes

These were created by Mega Mario in the DS game. They're functional (apart from some awkward lighting), but impossible to spawn through normal gameplay.

The following Action Replay code (for PAL version 1) replaces sprites 0-7 with these actors:

0230A340 000000D5
0230A368 000000D6
0230A390 000000D7
0230A3B8 000000D8
0230A3E0 000000D9
0230A408 000000DA
0230A430 000000DB
0230A458 000000DC

Big Coin

EN_ITEM (no sprite ID)
EN_ITEM (the actor that handles all the powerups) has an internal type which, when spawned, creates a gigantic coin that hops up and then explodes into a bunch of smaller ones. The player is awarded 10 coins, but this will not award the player a 1UP if their coins exceed 100. There is no way to spawn this via any of the sprites in the game.

Use the following Action Replay code in the PAL version 1 game and hit a coin block to see it in-game:

CCB891C4 80B724D0
04A2C010 38000010

Floating Platform

WATER_LIFT (no sprite ID)
A simple wooden platform that floats on the surface of water.

The following Action Replay code (for PAL version 1) replaces sprite 167 with this actor:

0230BD58 0000024F

Jumbo Ray Respawner 2

MANTA_MGR2 (no sprite ID)

This is a modified version of the Jumbo Ray Respawner sprite (MANTA_MGR) used in World 5-5. In addition to supporting more Jumbo Ray spawn points (64 instead of 16), it has a second delay setting, which is used instead of the first one whenever no players are standing on any of the Rays. This setting has a smaller range, suggesting it's intended to be set to a lower value. The intent is probably to spawn Rays more frequently while the players are trying to catch one, and then slow it down once they do.

Another difference seems to be a bug: when spawning new Rays, it always deletes all of its previous ones, instead of waiting for them to finish their flight like the used version does. If this were intended, the spawn rate would have to be slow enough for each set of Rays to go off-screen before the next set spawns -- defeating the purpose of having the spawn rate depend on whether Rays are being ridden, since all players would be forced to dismount.

Although this actor has no sprite ID, it's likely that it was once sprite 273. Sprite 273 is assigned to the placeholder dummy actor in the final game, but it's configured to load the Jumbo Ray model file, and the rest of the configuration data also matches the normal Jumbo Ray Respawner sprite.

The following Action Replay code (for PAL version 1) replaces sprite 235 with this actor:

0230C7F8 0000020E

You can also add this to the code to fix the deletion bug:

CCB891C4 80B724D0
04860070 4BFFF551
048600D4 4BFFF4ED

Be sure to set both delay settings (nybbles 5-6 and nybbles 7-9) to nonzero values, or else it won't spawn anything.

Unused World Map Actors

Music Note


This actor tries to read "model.brres" from a "note.arc", which would have been loaded along with the rest of the world map graphics. Since nothing actually loads a file by that name, though, it crashes. There's an unused note.arc in the Object folder, but the model it contains is called "note.brres", so even if it's loaded, it doesn't work as-is.

If the actor or model is edited to make the filenames match, then the actor spawns correctly.

World maps in this game use a scripting system to control all cutscenes and menus. The unused "smc_demo_trship_appear" script, despite having a name that seems more related to the "Treasure Ship" described below, controls a WM_NOTE if one has been spawned. It causes the actor to snap to Mario's position, wait briefly, and then move to a random map node while the camera follows it. The camera moves too slowly, though, and doesn't return back to Mario once the script ends.

The following cheat codes (for PAL version 1) make the game load WM_NOTE and its model instead of Wigglers in World 5, and replace the "open the inventory menu" script with the unused one:

Action Replay:

CCB891C4 80B724D0
04984A34 6E6F7465
04984A38 2E627272
04984A3C 65730000
0498DF38 6E6F7465
0498DF3C 00000000
04982FD4 808E3700
04904284 38800011


04904284 38800011
04982FD4 808E3700
06984A34 0000000B
6E6F7465 2E627272
65730000 00000000
0698DF38 00000005
6E6F7465 00000000
(Source: Skawo)

Treasure Ship


This actor tries to load "WorldMap/cobTreasureShip.arc", which doesn't exist. If you fix that, it spawns at a random map node every time Mario dies or clears a level. It's likely inspired by the Treasure Ship from Super Mario Bros. 3.

In the video on the right, the actor's been edited to use the regular airship model instead of the nonexistent one.

The following Action Replay code (for PAL version 1) makes the game load WM_TREASURESHIP instead of Wigglers in World 5, and use the regular airship model as explained above:

CCB891C4 80B724D0
04986428 636F624B
0498642C 6F6F7061
04986430 53686970
04986434 00000000
04982FD4 808F32E0
(Source: Skawo)



Yep, definitely a Manta.

This loads and displays the model for a Spiny (not a Manta). It looks bad because it doesn't render with the game's usual lightmaps.

The following Action Replay code (for PAL version 1) makes the game load WM_MANTA instead of Wigglers in World 5:

CCB891C4 80B724D0
0498DF38 746F6765
0498DF3C 7A6F0000
04982FD4 808DE620
(Source: Skawo)

Early Tower

This tries to load and display "WorldMap/cobTower.arc", which doesn't exist. The actual tower actor is WM_TORIDE, which uses WorldMap/cobToride.arc. Other than this unused actor, the rest of the game consistently uses the Japanese word instead of the English one.

(Source: Skawo)

Sunken Ship

This tries to load and display "WorldMap/cobSunkenShip.arc", which doesn't exist. A shipwreck level did appear in the sequel, though.

(Source: Skawo)

Items Menu Test Actors


These actors draw a poorly positioned Mario model on the Items menu. They're identical except for the positions and scales they use for the model. The changes are very slight:

This one is a bit higher (measured from Mario's feet) and a bit smaller. This one's Z position is 4000 units different, but you can't tell due to the menu's orthographic projection.

The model both animates and spins around, but only while the menu is closed, so you can't actually see it doing either. It doesn't update if you give Mario a power-up.

In the video on the right, showing WM_TEST2, the (very intentional) check that makes it stop drawing while the Items menu is closed has been removed so that you can see it spin.

The following Action Replay code (for PAL version 1) makes the game load WM_TEST instead of Wigglers in World 5:

CCB891C4 80B724D0
048E1D28 3860000F

And this one makes it load WM_TEST2:

CCB891C4 80B724D0
048E1D28 38600010

To make the actor draw while the Items menu is closed, add this line to either of the codes:

04926800 38A00000
(Source: Skawo)

Duplicate Sprites

  • Sprite 190 is a duplicate of sprite 51 (Tilt Platform).
  • Sprite 226 is a duplicate of sprite 205 (Giant Bubbles from 7-2).
  • Sprite 421 is the standalone fake ghost house door. Used ones are simply real doors with a setting enabled.
  • Sprite 218 is a duplicate of sprite 221 (Invisible Coin Block), except with its settings hardcoded to always produce a single coin.
  • Sprite 184 (MASK) is the actor responsible for the hidden-cave spotlight effect. The game automatically spawns eight of them (one per player and Yoshi) during level load, but it also has a sprite ID for some reason. Placing additional ones in a level has no effect.

Empty Actors

To do:

These actors have no code, or only a few lines of setup code that don't accomplish anything meaningful.

Empty Level Actors


  • DUMMY_ACTOR is used as a placeholder to fill empty sprite IDs. It's mapped to sprite IDs 10 through 19, 22, 167, 168, and 273.
  • EN_GHOST_JUGEM is probably related to Fishin' Boo from Super Mario World.
  • HANA_MOUNTAIN would likely be a Wiggler meant for Mountain levels.
  • TAG_THUNDER is named in the same way as the object that creates the wind effect.
  • KAWANAGARE is located right next to RIVER_MGR, so they possibly were going to be related. Kawanagare means "to drown".
  • BRANCH's sprite is configured to load the test_lift.arc model used by several other unused platforms.
  • EN_SLIP_PENGUIN was likely an early version of the Cooligan, which is EN_SLIP_PENGUIN2.
  • EN_ROT_PAKKUN would likely be a Piranha Plant attached to a rotation controller, a feature which was included in New Super Mario Bros. U.
  • DTEST is supposed to display a model with a model animation, a texture pattern, and texture movement animations, but it doesn't initialize or display anything. Its execute function calculates a matrix and sets its scale and rotation, but does nothing with it afterwards.

Empty World Map Actors

This was likely related to the unused cobGrid file in the WorldMap folder, but the code has been completely removed.

(Source: Skawo)

Unused Settings


Doors can be attached to a rotation controller and sway or spin, although they can't be entered correctly when this option is enabled.

Rolling Object Generator

WAKI_TOGETEKKYU (sprite 204)
The sprite which generates rolling spike balls has an option to spawn the unused rolling barrels instead.

Banzai Bill Blaster

The Banzai Bill Blaster has an unused setting (with the same nybble as the "enable homing" setting used in Bill Blasters - nybble 10) that makes it spawn the unused Homing Banzai Bills. However, this doesn't function properly—they just float north-west after being spawned.


EN_CLOUD (sprite 234)
The drifting death clouds from 8-1 can be put into a sprite location. They're instant-death no matter which powerup you have, but you can blow them away with a spin jump. There's also an option which will make the clouds fall behind the scenery.


EN_PATAMET and EN_BIG_PATAMET (sprites 291 and 292)

There's an option for the flying Parabeetles that makes them fly to the right side, as well as an option that makes them stand still and face the player or the background.

Big Cheep-Cheep

EN_MIDDLE_PUKU (sprite 334)


There's an unused setting for the Big Cheep-Cheep sprite (334) which lets you spawn big aggressive green or shy yellow variations of Cheep-Cheeps. The green one is used once in the entire game (in 1-4), and the yellow one later appeared in New Super Luigi U.

Yoshi Cookie

EN_FRUIT (sprite 357)

No, not the NES game.

Sprite 357 will spawn a cookie if one of the parameters is changed, which has the exact same function as the Yoshi Fruit.

Treasure Chest

AC_STRONGBOX (sprite 203)
The Treasure Chest has a "triggering flag" setting. When it is used, it will spawn when the flag is activated, and will not despawn when the flag is deactivated.

This setting is in fact used in all the Enemy Courses apart from the World 1 ones, but those Treasure Chests are set to be spawned by the Enemy Course Controller when all the Toad Balloons are collected, so the setting is ignored.

(Source: Original TCRF research)

Star Coin

EN_STAR_COIN (sprite 32)
The Star Coin has a "target flag" setting. When used, it can activate a flag when collected. There is a related setting that lets you choose if the flag is activated permanently or on a timer. The target flag setting was used in New Super Mario Bros.

Checkpoint Flag

CHUKAN_POINT (sprite 188)
The Checkpoint Flag has a setting to mark it as the second checkpoint in a single level. The game will respawn Mario at the correct checkpoint if he dies.

There's a small bug in the logic, though, caused by the game keeping track of only one player who collected a checkpoint: if one player (say, Mario) collects the first checkpoint, a second player (say, Luigi) collects the second, and then the party dies and Luigi decides to stop playing, both checkpoints are lost, rather than just the second one.

This feature was eventually used in New Super Mario Bros. 2's World 3-B, World 6-Castle and World Star-Castle, plus New Super Mario Bros. U's "Boarding the Airship" stage.

Item Block Hit Animation

EN_BLOCK (no sprite ID)

This actor is spawned briefly when a tile-based item block is hit. Setting its item type value to 30 causes it to spawn a Boo — a feature carried over from the DS game, but without the visual or sound effects. There's no way to trigger this behavior without code modification.

Unused Features

Please elaborate.
Having more detail is always a good thing.
  • Banzai Bills have an unused setting which increases their size, although their collision isn't resized. Could be an early test for King Bills.
  • King Bills have an animation for being killed, which obviously isn't used since they're invincible. Later used in New Super Mario Bros. U, where they can be killed with a Boost Star.