SMB2 SMB1 Style

SMB2 SMB1 Style is a Challenge Mode exclusive hack made by toothy7564. SMB2 SMB1 Style features levels from Super Monkey Ball 2 edited to be in the form of a level from Super Monkey Ball. The game mimics the original game with the music and backgrounds. This hack is notable for having smooth animations before some of the levels, being the first to figure out how to implement shadows and transparent objects, pushing the limits of what can be done with stage reflections, and having polish in the redesign of the original levels. It was released on December 25, 2019.

A beta was released on December 16th, 2019 and was playtested by Twilight, Daroachie, LM280, Iaiz, The BombSquad, PackeyPack, and meech77.

October 2016
During the earliest days of custom levels back in 2016, it was not uncommon for vanilla levels to have their textures switched to other world aesthetics. However, more often than not, these .tpl switches were mediocre at best because of certain world aesthetics having different geometry, texture styling, and UV mapping than other worlds.

Toothy7564 had joined the community with a level called "Clockwork" that was going to appear in Community Level Pack 1.0 but was dropped due to being too laggy. During this time, Super Monkey Ball 1 modding tools were generally on par with Super Monkey Ball 2's. Toothy7564 had gotten into Monkey Ball in June and watched plenty of game play videos of Deluxe and was intrigued by how large the game was as well as the odd, but interesting exclusive reskins of levels. At a certain point, he realized that most of the SMB2 reskins were usually of other SMB2 backgrounds, and vice versa, and while all of the non-bonus non-extra SMB1 levels were put into SMB2 aesthetics in Deluxe's Story Mode, there were only four cases where SMB2 levels saw SMB1 aesthetics: Those being Randomizer, Coin Slots, Seesaw Bridges, and Arthropod in Space. Toothy had wanted to see more SMB2 levels in SMB1 aesthetics, in part because there was something charming about many of the SMB1 backgrounds that SMB2 didn't exactly have to him. He determined that the best way to do this was to try putting the levels into SMB1's engine instead of just texture-switching the existing files. This meant that any physical seesaws had to be converted to swing bars and that all switches and wormholes had to go (which made certain stages not possible as candidates). He also decided not to copy over the starting bridges for two reasons: To reduce the amount of triangles in the stage, and because they didn't really belong in a SMB1 aesthetic.

Toothy came up with a stage list within a day, with something in mind: Warps only worked properly if they remained exactly where they were originally, such as Mad Rings's red only working properly if it was Advanced 18. The original stage list can be found here. It includes eccentric decisions such as Created By being a Beginner Extra stage, another Beginner Extra stage being a dumbed down Totters, Tiers and Amida Lot being Advanced stages, and Arthropod being the final Master stage. Furthermore bonuses were not decided on at the time. Nonetheless, Toothy intended to actually make this project happen and started creating stages for SMB1.

Unfortunately, due to limitations, it couldn't be completed. In fact, only five levels were ported and more often than not, it involved having to decimate the geometry of the levels due to the program used at the time (SMBCNV) not optimizing StageDef collision. The only levels that were successfully completed were Hierarchy, Tiers, Chipped Pipes, Cascade, and Cross Floors. One of the biggest problems was that Toothy was somehow not able to get animated parts to work in SMB1: He had tried for days to get a sixth recreation, Soft Cream, to work, but the animated part in that port would not rotate at all and no one was able to figure out why, and several other people were unable to make animated parts work in their own levels too. This meant many of the levels Toothy was eager to recreate were out of the question, and by December, Toothy had completely lost interest in SMB modding and soon, Super Monkey Ball as a whole.

January-February 2019
After roughly two years, Toothy had finally picked up interest in Super Monkey Ball again. After refamiliarizing himself with the levels in both of the GameCube games, he decided to see how custom levels were going and a lot of progress was made in his absense: People cracked how to have every type of placeable in the game function properly, how to apply existing backgrounds to stages, and stages were capable of having more triangles and complex animation than what was remotely possible in 2016, most prominently with Super Hecka Mecha and Monkeyed Ball 2: Witty Subtitle. But the most intriguing thing to him was that an entire plug-in for Blender was created that generated configs on the fly, that was capable of accurately gauging placeable positions with specifically-named objects and turning Blender's keyframe data for an object into keyframe data to be used in SMB2. Toothy had decided to try recreating Clockwork with animation, better modelling, and even adding the Bad Boon's Base background, and after a fair amount of troubleshooting, the level was successfully put into the game with a background and animation, and most importantly without lag. Toothy was thrilled.

Toothy never really made any levels after that, only touching Blend2SMB again to port Invasion into SMB2 (in the Amusement Park world). For the most part, Toothy just wanted to play the vanilla games (as well as Monkeyed Ball 2). However, the more he played Super Monkey Ball 2, the more he realized that its stage list wasn't great and was getting increasingly frustrated and angry with certain levels, to the point where he was starting not to have fun with the game anymore. He didn't really want to stop playing Monkey Ball though, as it was a breath of fresh air compared to most of the stuff he was invested in just months before. After regaining his composure, he decided that the best solution to his disagreements with Super Monkey Ball 2's stage order was to restart his project of putting SMB2 levels into SMB1 aesthetics: Because it was made with being put into SMB1 in mind, he didn't have to carry over every level and could easily filter out the ones that he determined were particularly bad like Entangeld Path and Train Worm. Then he could enjoy all of what makes SMB2 good without its downsides. On Feburary 20th, 2019, he made a second stage list here, which still had a few strange decisions like Pendulums in mere Expert and Created By still in Beginner Extra, but was generally better than the last one. He also made sure to account for time limits this time.

Toothy used Monkeyed Ball 2 as a base to start testing his recreations. Even though that he was putting this project into SMB2, and that he didn't have to decimate switches, wormholes, or seesaws, as well as follow SMB1's time limits and warp goal placements, he still kept switches, wormholes, and seesaws out, and still followed SMB1's time limits and warp goal placements, JUST in case Super Monkey Ball 1 modding advanced. Likewise, he still wasn't putting starting bridges in his recreations. He began the next day (February 21st) with Spiral Bridge in Desert, and slowly worked his way to the rest of the normal worlds, with Coaster representing Jungle, Inchworms representing Sky High, Trampolines representing Monkey Mall, Opera representing Underwater, Vortex representing Arctic, and Serial Jump representing Storm. By the end of the month, he had sixteen functional and good-looking recreations, which was more than thrice as much than he accomplished in 2016.

March 2019
Even though Toothy felt that SMB2SMB1STYLE couldn't be considered a custom level pack, his project slowly started to gain the interest of a portion of the modding community, due to the personality that was exhibited in certain recreations such as the prisms in Pistons resembling the ice cubes from Gaps, Curvy Options resembling Choice, a fair amount of stages having raised borders added to them (this can be seen in SMB1 levels such as Diamond, Wide Bridge, Slopes, Steps, Blocks, Jump Single, Exam-A, Blur Bridge, Bowl, Stoppers, Jump Double, Spiral, and MANY more), and other tidbits that mere texture switching in GxModelViewer would never accomplish. He made his first Bonus, Space, and Master levels: Tub, Clock Face, and Helix respectively. He also changed his stagelist a bit and decided to add a few more warp goals. His project gained more interest when he brought 8 Bracelets to the table: It had a strange starting animation for no reason other than to look cool, and it used environment mapping textures on the bracelets: This was an effect that had never been seen in romhacks and Toothy was able to teach several other creators that were interested in this effect how to implement it into their work, influencing both Capsule and Dome from Super Monkey Ball 651 (a pack that was ALSO in development at that time) and both Swivel and Mad Gyro from Monkey Ball Madness. At this point, Toothy had 50 recreations ready to go, including the five recreations that he made in 2016, complete with their original aesthetics.

There were, however, some issues that were stopping the project from being the best it could be for Toothy that no one really had solutions to. First, while reflective floors were possible at the time, there was no way to give stage objects reflections like what was seen in Daa Loo Maa, Dance Master, or Dodge Master from the first game. To make matters worse, for some reason goal posts would not have reflections either, which was particularly jarring as all of the other parts of the goal (the tape, the timer, and even the party ball and confetti) had reflections just fine. This particularly frustrated Toothy, as he believed that mirror floors were one of the cooler effects in Super Monkey Ball, on par with being able to see the silhouette of the next stage directly above you (an effect that this project unfortunately never really covered). Secondly, transparent objects did not work properly: Transparent objects would consistently overwrite the background, monkey, any placeables, and even the dyanmic objects on the goal, only allowing the goal post and stage objects to be visible, which was the exact opposite of what reflections couldn't do. This harmed stages such as Obstacle and Clock Face. The third problem was that there was a limit to what GxModelViewer could do: In both of the vanilla games, certain meshes of models in stages have two, sometimes even three materials, for a large variety of purposes, including environment maps, specular lighting, scrolling textures, alpha mapping, and much more. Toothy had previously attempted to hex-edit the .gma for Twister to make objects support multiple materials but every time, somehow made the .gma unable to be opened.

All three of these issues slowly started to take away motivation for the project, but nonetheless, Toothy made like the Energizer Bunny and kept going, having 75 functional recreations. A trailer was put out for this project because Toothy was fully convinced that it would be released by May of that year.

April-August 2019
Expert mode was completed on April 10th. Shortly after that, progress dropped significantly: Only 10 more levels being made in April compared to February's 16, let alone March's whopping 59. Part of the reason for this was because Toothy started to face pressure to get employment amidst other real life issues. There were, however, a lot of good things to come out of this month. First, he identified the mistake he was making with allowing meshes in models in the .gma files to have multiple materials, and was able to apply an environment map AND specular lighting to the curved checkered parts on Twin Basin, which made them match the flat parts (that had a mirror surface applied to them) very well. Secondly, while discussing some debug levels in Discord with other members of the modding community, Toothy noticed something in one of SMB2's default debug stages that he had not noticed before. Specifically, Stage 195. This stage has multiple mirror surfaces as well as other test objects, early versions of Free Throw, Obstacle, and Spasmodic, and several switches shaped as "A" buttons across the stage. Toothy noticed that while the goal posts and other stage objects above the mirrors continued to fail to reflect, the A buttons were reflective just fine. Toothy had learned much earlier that the "A" buttons are the default switch model for all five types of switches, and that the actual switch models are stored in the level files, much like how the goals, bumpers, and jamabars are sometimes stored in the level files, which the game automatically uses for goal/bumper/jamabar models if they're present. In other words, if a stage has a play button in it, then if a model named "BUTTON_P" is in the stage's .gma, the game will use that as the play button switch instead of the fallback "A" button model.

Going to bed, Toothy put the pieces together and suddenly saw a solution to all of the reflection problems he was having since near the start of the project. The next day, he completely destroyed the object reflection limits that were seemingly impossible to solve. He gave Vortex a second pass and not only made the green goal successfully have a valid reflection, but even got the raised outlines of the Vortex to have a reflection as well. He also realized that switches were also compatible with transparency, as the green goal allowed the background and monkey to be seen behind the transparent parts. Over the remainer of the month, he conducted several experiments to fully understand the limits of using switches for reflections, including a recreation of Auto Doors in Space that had several objects with working reflections as well as transparency. He also joined BrandonSMB's Super Monkey Ball Deluxe in SMB2 project to conduct more experiments, including Speedy Jam, Carpet, and Daa Loo Maa with reflections. By the end of the month, he gave Clock Face, which was previously one of his weaker Space 1 stages, a complete touch up, and it quickly became one of his most popular recreations in the modding community from screenshots/videos for how visually rich, advanced, and vibrant it was, taking advantage of all three of the things (multiple mesh materials, reflections, and transparency) that Toothy had found solutions for.

Unfortunately, come the next month, progress came to a halt. Nothing much was done for the project, because while Toothy no longer had any problems making levels look how he wanted them to, his real life problems beyond the project intensified and was taking away a lot of his time and motivation. The only Monkey Ball related things Toothy did were three levels for Deluxe in SMB2, as well as guest starring in nevergivingusup2055's Medley_Pack_1.04 with Metamorphosis in Under the Ocean, a stage that NGUU2055 was having trouble getting to work properly. He also helped scrap651 with getting transparency to work in Container with a fake switch. Despite all of these, nothing was done for SMB2SMB1STYLE throughout this entire month, which meant that a May release wasn't happening after all.

The next three months were not much better. Only six more levels were made during the entirety of June and July. Now, this would bring the tally up to 91, however, Toothy had determined certain things about the stage list to actually be bad, and started reorganizing it again, which meant that certain levels had to be in new aesthetics and other perfectly functional ports were thrown into the trash, even ones that were confirmed in the trailer like Triangle Holes, Air Hockey, and Disorder. This meant the tally was actually more like roughly 75 again. Combined with the remaining 34 being mostly absurdly difficult levels, plus many of the existing stages (particularly the Jungle, Arctic, and Space stages) being in need of revamps because the bar was pushed so high for these aesthetics with levels like Seesaw Bridges, Vortex, and Clock Face, and the project was basically only at the halfway point of being done. Toothy was still suffering a massive shortage of free time, as well as two separate real life incidents jeopardizing the project from being finished. August was yet another dry month, as nothing was done for the project, nor for any other Monkey Ball projects like Deluxe in SMB2.

September-November 2019
By early September, it had become clear to Toothy that this project was in legitimate jeopardy of never being finished and that many people that were eagerly looking forward to it were gonna be disappointed. Before starting this project in the first place, Toothy had a long, complicated history with failing to finish other projects that were hyped up, and losing the trust and interest of people that were interested in them, which led to him getting into a large multitude of fights with even really close friends. This was not known to the Monkey Ball community because this had all happened to Toothy when he was using a different alias that was ditched for this reason.

Toothy valued the Monkey Ball modding communitied too much to lose it too, and decided that it was time to get brutal and that this project needed to be finished before 2020. Toothy shut out various distractions from his life at the time such as ROBLOX and Danganronpa to help with this and slowly started to fix as many of his existing stages as he could while bringing a few new stages to the table such as Hoppers and Revolution, the latter of which he posted a video of to YouTube as a way of indicating the project was still alive. This recreation made him realize that part of why making levels with reflections and transparency felt so intimidating was because using fake switches and implementing them into the configs was a significant timesink, and in that Revolution video, the transparent parts weren't completely working as intended. Toothy decided that it was time to learn how to hex-edit StageDefs, since stages such as Auto Doors and Obstacle in the vanilla SMB2 used real transparent stage objects that worked just fine. After being dormant for essentially 4 months, Toothy's importance in the community was realized again when after a lot of trial and error, he figured out even more things that weren't seen in custom levels such as how to make actual stage objects transparent, how to implement real-time shadows into stages, how to implement tilting background objects (which benefitted Jungle and Monkey Mall stages), how to implement sphere, cone, and collision objects that's seen in a handful of vanilla levels, and how to implement scrolling textures (which only one other person, NGUU2055, was able to do). In the final week of September, Toothy was finally given a large period of free time and managed to knock out several stages that were monstrously difficult, including Totalitarianism, Centrifugal, Domes, Dizzy System, Passage, and Arthropod, as well as adding the plants with butterflies and ladybugs to Hoppers, all of which took advantage of all of the new things that Toothy had access to.

While neither September, October, or November were never really as productive as February or March, the project was rerailed and nearly all of the levels that still needed to exist were created, as well as many of the stages that needed visual improvements or being moved to new worlds being fixed, such as Momentum having a mirror floor, many Desert stages like Flat Maze and Obstacle having hierogylph trims and checkers that are darkened around the edges, amidst other well-needed improvements. What also helped with this was The BombSquad coming into the community and improving GxModelViewer by introducing the ability to import, export, and delete models, materials, and textures on the fly, being able to specify multiple materials in the program instead of hex-editing, and being able to directly move models in the .gma without having to reimport the entire model, which made Master, Space, Storm, and Arctic stage much easier to deal with. Also, in mid October, Toothy ended up getting employed, but was surprisingly able to still make more progress on the project than May-August, partially because the job's hours were only 20 hours a week, which was still better than nothing. During this, the stagelist for SMB2SMB1Style was still fluctuating and a few more perfectly functional stages (including Seesaw Bridges) were dropped from the project. However, the stagelist not being set in stone was actually making more progress than not changing it, with stages such as Construction and Synchronized suddenly being introduced and turning out as better stages than Birth without switches, Pro Skaters without switches, and Teapot, all of which were supposed to be recreated but never were due to complications. Also, over time he dropped the idea to follow all of SMB1's time limits exactly, making exceptions for multiple levels such as many of the Expert Extra stages. By mid-November, there were only two new stages to make: A rotating bicycle wheel stage that was an unused stage gimmick found in debug stage 182 (unfortunately, the idea to remake this ended up being scrapped), and Domino, both going into Space. However, these two levels seemed monstrously complicated to recreate, and there was also issues like Passage and Pistons having too many triangles and having slowdown on emulator that were really difficult for Toothy to solve. Also, Toothy got sidetracked from the project yet again when he and BrandonSMB hosted a group chat for Deluxe in SMB2 for other people like Twilight, Mike280, NGUU2055, and The BombSquad to join in, with the intent of making serious progress in that romhack instead.

December 2019
This was the final month that Toothy could fulfill his promise of releasing the romhack in 2019. He felt that he wasn't working fast enough and decided to implement consequences on himself if he failed, which involved trashing a bunch of other projects and any relevant files to them on his computer that Toothy didn't really want to let go of. He mentioned this to several friends, some of which were legitimately concerned for him, believing that he shouldn't rush a project for the sake of meeting a deadline. Nonetheless, this mentality actually paid off, as this actually caused him to work much faster, and by the middle of the month, he finally had a complete lineup of 109 stages, with Domino, Bead Screen, Pistons and Passage being the final four stages he had to take care of. He also brought ALL of his Arctic, Storm, Space, Master, and Bonus stages on par with his best work in those backgrounds, as well as giving most of his stages in the other five backgrounds well-needed touchups. He still didn't think the project was ready for a full release yet, and decided to invite the Deluxe in SMB2 crew along with a few other people into a new server for beta testing both Deluxe in SMB2 and SMB2SMB1STYLE. He released a root to assemble on December 16th. Because there was no way to get rid of Master Extra, he decided to make his 10 Master stages all Master Extra stages and have Master itself consist of only a short hold-up stage, Conveyors, with a whopping 8 second time limit. This means that there was actually 110 stages to try out. This beta version of the game was streamed by Twilight, where up to 40 people were watching, and was generally well-received. There were also console testers such as The BombSquad, BrandonSMB, and water. There were, however, some major roadblocks.

Four of the stages, Toggle (E14), Totters (E33), 3D Maze (E36), and Sliced Cheese (E48) all had pretty poor gameplay, with Toggle being too tight and unforgiving, the totters in Totters being way too low, 3D Maze spinning a bit too fast as well as having collision problems, and Sliced Cheese still being just as annoying as it is in the vanilla SMB2 despite being modified to attempt to remedy this. Furthermore, many stages that made heavy use of shadows such as Arthropod, Floaters, Totalitarianism, Giant Comb, Combination, Inchworms, and Obstacle had massive slowdown on console, and even stages that didn't use shadows such as Dynamic Maze, Jump Machine, Cylinders, and Passage had slowdown. There were also some other minor issues such as some of Zigzag Slope's bananas being impossible to collect.

Despite the new overwhelming list of things to take care of, Toothy was able to cut most of the problems off. He reduced the amount of bars in Toggle and made the two stationary platforms bigger, added a ramp to Totters and moved the seesaws up so that the two stationary platforms could remain co-planar and have mirrors, while the stage still plays out well. 3D Maze and Sliced Cheese ended up being completely removed from the project. Grid Bridge and Long Slider, both of which almost didn't even make it into the project, were put into their place respectively. Shadows were also eliminated or reduced for many of the stages that lagged with them. After a few more days of touch ups and playtesting, Toothy finally decided the project was ready for a full release, and uploaded his 10 months of work onto Google Drive and posted the link in the Super Monkey Ball Workshop server on December 25th, 2019, thus meeting the deadline 6 days early. He even included most of the stages and reskins that didn't end up being used (including 3D Maze, Sliced Cheese, and many more) in unused stage slots to be discovered with Debug Mode on the off-chance that someone would enjoy them.

Beginner

 * 1) Simple
 * 2) Floaters
 * 3) Bumpy
 * 4) Hollow
 * 5) Tub
 * 6) Alternative
 * 7) Rising Inclines
 * 8) Tilt Bridges
 * 9) Sliders
 * 10) Curve Bridge

Beginner Extra

 * 1) Bead Screen
 * 2) Quick Turn
 * 3) Domino

Advanced

 * 1) Banks
 * 2) Eaten Floor
 * 3) Hoppers
 * 4) Coaster
 * 5) Tub
 * 6) Inchworms
 * 7) Totalitarianism
 * 8) Swell
 * 9) Junction
 * 10) Board Park
 * 11) Catapult
 * 12) Folders
 * 13) Dynamic Maze
 * 14) U.R.L.
 * 15) Trampolines
 * 16) Cascade
 * 17) Curvy Options
 * 18) Mad Rings
 * 19) Twister
 * 20) Leveler
 * 21) Dribbles
 * 22) Stepping Stones
 * 23) Organic Form
 * 24) Stagger
 * 25) Opera
 * 26) Giant Comb
 * 27) Beehive
 * 28) Reversible Gear
 * 29) Swing Shaft
 * 30) Arthropod

Advanced Extra

 * 1) Bead Screen
 * 2) Auto Doors
 * 3) Revolution
 * 4) Domino
 * 5) Clock Face

Expert

 * 1) Catwalks
 * 2) Mad Shuffle
 * 3) Free Fall
 * 4) Pachinko
 * 5) Bowl
 * 6) Punched Seesaws
 * 7) Zigzag Slope
 * 8) Tower
 * 9) Narrow Peaks
 * 10) Board Park
 * 11) Combination
 * 12) Strata
 * 13) Tiers
 * 14) Toggle
 * 15) Cliffs
 * 16) Brandished
 * 17) Ring Bridges
 * 18) Linear Seesaws
 * 19) Warp
 * 20) Leveler
 * 21) Spiral Bridge
 * 22) Flat Maze
 * 23) Obstacle
 * 24) Sieve
 * 25) Amida Lot
 * 26) Hierarchy
 * 27) Double Spiral
 * 28) 8 Bracelets
 * 29) Flock
 * 30) Rampage
 * 31) Pistons
 * 32) Synchronized
 * 33) Totters
 * 34) Entangled Path
 * 35) Vortex
 * 36) Grid Bridge
 * 37) Soft Cream
 * 38) Momentum
 * 39) Double Twin
 * 40) Puzzle
 * 41) Cross Floors
 * 42) Serial Jump
 * 43) Guillotine
 * 44) Mountain
 * 45) Melting Pot
 * 46) Chipped Pipes
 * 47) Cork Screw
 * 48) Long Slider
 * 49) Twin Basin
 * 50) Launchers

Expert Extra

 * 1) Bead Screen
 * 2) Orbiters
 * 3) Auto Doors
 * 4) Ooparts
 * 5) 5 Drums
 * 6) Air Hockey
 * 7) Construction
 * 8) Domino
 * 9) Conical Slider
 * 10) Created By

Master

 * 1) Entering Master Mode...

Master Extra

 * 1) Centrifugal
 * 2) Jump Machine
 * 3) Cylinders
 * 4) Passage
 * 5) Domes
 * 6) Intermittent
 * 7) Helix
 * 8) 8 Mills
 * 9) Dizzy System
 * 10) Invisible

Miscellaneous

 * 10-1: "training" (Fractal)
 * 10-3: "carpet"
 * Debug 071: Soft Cream (Master, prototype)
 * Debug 075: SMB1 Name Entry stage (Jungle)
 * Debug 076: Tram (Sky High)
 * Debug 077: Chaser (no background, goal animations are choppy)
 * Debug 078: Swing Bar (Underwater)
 * Debug 080: 3D Maze (Arctic, failed level)
 * Debug 081: Sliced Cheese (Storm, failed level)
 * Debug 082: Serial Jump (Bonus)
 * Debug 083: Coin Slots (Space, Deluxe prototype)
 * Debug 084: Planets (Master, failed level)
 * Debug 085: Pro Skaters (Arctic, no background, failed level)
 * Debug 087: Flat Maze (Space)
 * Debug 096: Grid Bridge (Desert)
 * Debug 107: Static Domino (Space)
 * Debug 108: Ferris Wheel (Space)
 * Debug 110: Curl Pipe (Space, failed attempt at faking non-co-planar reflections)
 * Debug 111: Sanctuary (Space, BrandonSMB)
 * Debug 112: Sanctuary (Space, Toothy7564)
 * Debug 113: Daa Loo Maa (Space, lags console)
 * Debug 114: Spiral Bridge (Master)
 * Debug 115: 8 Bracelets (Master)
 * Debug 117: Seesaw Bridges (Jungle, failed level)
 * Debug 118: Disorder (Underwater, failed level)
 * Debug 119: Triangle Holes (Underwater, failed level)
 * Debug 120: Partition (Bonus, failed level)
 * Debug 187: Spiral Bridge/Vortex/beta Totalitarianism/3D Maze/Striker/Spinning Top/5 Drums/Narrow Peaks/Bead Screen debug with actual visibility (Sky High, likely lags console)
 * Debug 216: Pendulums (Arctic)
 * Debug 332: Striker (Master)
 * Debug 340: Nintendo (Master)
 * Debug 356-365: Pistons in all backgrounds (Jungle, Sky High, Monkey Mall, Underwater, Desert, Arctic, Storm, Bonus, Space, and Master respectively: Jungle version has plant collision)
 * Debug 370: Spinning Saw (Space, failed level as it's a hold up)
 * Debug 371: Swing Shaft (Sky High)
 * Debug 372: Orbiters (Storm)
 * Debug 383: Jump Machine (Jungle, blue and red goals only)

Trivia

 * This is currently the first and only known romhack that was released on Christmas day.
 * Aside from Grid Bridge and Sliced Cheese, all of the other levels that were all intended to be in the project at one point but were dropped include Birth, Swing Bridges, Heavy Sphere, Giant Swing, Charge, Variable Width, Planets, Pro Skaters, Seesaw Bridges, Disorder, Triangle Holes, Partition, Pendulums, Nintendo, and Spinning Saw.
 * All nine of the Arctic floors have mirror floors, which is something that doesn't even happen in the vanilla SMB1 (Ant Lion Super/Pirates), let alone most other romhacks that involve SMB1 backgrounds (Monkeyed Ball 2, NGUU 3, etc.). Arctic is also the only world in SMB2in1 to have this trait as all of the other worlds that involve mirror floors have at least one outlier (Chipped Pipes for Storm, Tub for Bonus, Bead Screen for Space 1, and Cylinders for Master).