Beta Elements

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A room in a beta version of Super Mario World's Wendy's castle (top), and the same room as it appears in the final game (bottom).
A room in a beta version of Super Mario World's Wendy's castle (top), and the same room as it appears in the final game (bottom).
Beta Elements are components of a video game that, for whatever reason, are removed or altered before that game is released. Known info about beta elements usually comes from one of two sources. The first is information released about a game, by its creators, before the game is complete. The second is data found within the coding of a game that serves no purpose, but could have been implemented into the game at one point.

Beta elements get their name from the period at the end of a game's development known as Beta Testing, when the nearly complete build of the game is debugged and playtested by a small group of people. Despite this, most games are complete or nearly complete when beta testing takes place, so most beta elements are scrapped long before this period.

Contents

[edit] List of Beta Elements in the Mario Series, by Game

[edit] Super Mario Bros. 2

See also: Doki Doki Panic.

In 2005, a prototype copy of Super Mario Bros. 2 sold on eBay for $350. It was significantly different from the final release version of 'SMB2, making it possibly the biggest single leak of beta information in the history of the Mario series.

The prototype cart has a SNROM-02 motherboard rather than the final version's TSROM-04. This means that it uses CHR-RAM instead of CHR-ROM and utilizes batteries. This was probably changed because SNROM-02's ROM size is 1 Mebibit, rather than TSROM-04's 2 Mebibits.

The title and story screens of the prototype use a different color pallete, which includes tans and oranges, as opposed to the final version's red and blue scheme.

On the prototype version's character select screen, an ellipsis divides the phrase "EXTRA LIFE" from the number of lives remaining. Strangely, the ellipsis returns for Super Mario All-Stars.

The character's sprites are not significantly different between the two versions, but Mario and Luigi lack sclera in the prototype, and the Princess's sclera are pink. This may be because Mario, Luigi, and Peach's sprites have more colors than the NES hardware can normally handle, and so their sclera actually have to be rendered as a separate sprite from the rest of their bodies.

Several other character sprites are slightly different. For example, the princess has more hair in the prototype. One noticeable incongruity of the prototype's sprites is that, although all the "item carrying" sprites are finished, the items being carried float at the height the original Doki Doki Panic characters would have carried them at.

In DDP, players couldn't use the B button to run; this was, in fact, almost exclusive to Mario games at the time. This mechanic hadn't been added when this prototype was compiled.

The prototype used a magic lamp to access subspace, as did DDP. The final version used a magic potion.

For a complete comparison, see The Mushroom Kingdom: Lost Bytes: Prototypes: Super Mario Bros. 2.

[edit] Super Mario Bros. 3

A gold Cheep Cheep.
A gold Cheep Cheep.
A green Parabeetle.
A green Parabeetle.

There were going to be two new enemies called Gold Cheep Cheep (a golden version of a Cheep-Cheep), and Green Parabeetles (green colored Parabeetles). The Gold Cheep Cheeps would come in groups and swim faster than regular Cheep-Cheeps and the Green Parabeetle is a green Parabeetle that flies faster than normal ones. The game coding reveals an item-sized Toad icon among some of the game's suits; this is interpreted by several as a sort of "Toad Suit", although it makes no changes to gameplay when granted to Mario. This is likely due to it being scrapped early and never given any purpose. Designers also considered a power-up to turn Mario into a Centaur (half-man, half-horse), although this was rejected (Tilden 1990, 21).

Koopa Troopas and and Hammer Bros. were going to host the mini-games. They were replaced by Toad. However, it could also be possible that they were all around at the same time, but all got scrapped except for one due to memory size. There were also different kinds of mini-games, similar to the ones in New Super Mario Bros..

Finally, fifteen extra levels exist within the coding of Super Mario Bros. 3. Some of these are strange and unique, while others bear much resemblance to levels in the final version and were very likely redone as those. Also, the back of the box of some copies of Super Mario Bros. 3 depicts Mario traversing a hilly grassland stage with tons of Parabeetles and two Note Blocks about. This particular stage is not any of the lost ones present on the cartridge, nor is it in the final game. It could even be a press mock-up from Nintendo. The "special" boxes also feature a beta map of Grass Land.

[edit] Super Mario World

Dinosaur Land was drastically different, possessing an appearance similar to the various kingdoms of Super Mario Bros. 3. Specifically, it was to feature things such as Toad Houses (which could possibly mean that Toads were once considered to populate Dinosaur Land) and more Super Mario Bros. 3-style Fortresses.

SNES test cartridges also exist and, among other things (some of which are Mario-related), they include an early build of Super Mario World. These cartridges reveal that, at one point, Goombas were to be able to be stomped (even earlier test cartridges show that Goombas also once possessed their normal, mushroom-like appearance rather than the Goom-like Goombas seen in the final game and later builds), Koopa Troopas were to walk on all fours, and normal Piranha Plants and even Venus Fire Traps were to have been present. These elements were used in the Super Mario World cartoon. Interestingly, several of these cartridges' beta sprites were merely simple Super Mario Bros. 3 edits. Lastly, the Super Leaf and Raccoon Mario form were both present in early builds.

Further exploration of the game cartridge showed that a Lakitu and an unknown blue bird were going to appear on the Overworld map. They were also several unused sprites and levels. Source There was also a dull, less-colourful title screen.

Early screenshots of the Game Boy Advance port (Super Mario World: Super Mario Advance 2) showed that the HUD wasn't even changed, unlike the final version. [1]

[edit] Super Mario World 2: Yoshi's Island

This game was going to have more forms Yoshi could turn into: a Mushroom, a Tree, and a Plane (most likely replaced by the helicopter form). There are Tweeter sprites present in the game's coding that looked identical to the Tweeters of Super Mario All-Stars, and a Super Mario All-Stars Shy Guy is also present within the game. There are also some Bob-Ombs using the wrong palette. It is possible that the programmers were merely using these sprites as references for enemy sprites that they were remaking, and either didn't use the Tweeter or it was never meant to be used and taken from Super Mario All-Stars by mistake. There is also a frowning, rock-like block present in the game's coding, and, perhaps even more oddly, a hulking, barrel-throwing, tie-clad Grinder that seems to deliberately resemble Donkey Kong. It is possible that this gorilla-like Grinder would be a Kamek-strengthened Grinder boss and clever reference to Mario's first enemy.

[edit] Super Mario Land 2

Early screenshots showed of the English version showed that there was a different, less detailed title screen. [2]

[edit] DK Jungle Climber

In several screenshots, there are some beta levels such as a foggy area that was possibly the beta Panic Factory, also there's another screenshot which shows an underwater level in the sea with a Lockjaw. There were originally swing-like objects that were in the game. Also some objects and backgrounds had different pallettes.

[edit] Donkey Kong 64

Beta-screenshots of Donkey Kong 64 showed that Donkey Kong's Treehouse originally had a shower stall in it with a poster of Banjo and Kazooie on it. Also, the boss Mad Jack was originally known as "Junk-in-the-Box" and was also drastically different in appearance. Mad Jack/Junk-in-the-Box was also originally a mini-boss fought in the R&D Room in Frantic Factory instead of being a full boss fought at the area's end.

Also, the weapons the Kongs wielded in the early screenshots looked like real-world weapons instead of the wooded, somewhat cartoonish ones seen in the final version of the game. Donkey Kong's Coconut Shooter resembled a double-barreled shotgun while Diddy Kong's Peanut Popguns resembled actual pistols. This was most likely changed for the E-rating.

Another factor is that Army Dillo originally was able to hover in the air and shoot fire in the air in Jungle Japes, which he was able to do in Crystal Caves in the final version of the game.

[edit] Donkey Kong Country

In an old Scribes page on the Rareware website there was mention of there once being a Giraffe Animal Buddy planned to appear in Donkey Kong Country; this Giraffe character was dropped for unknown reasons, though one of his mentioned abilities was that he would allow Donkey Kong to crawl up his neck and reach high items and secrets.

It is debated whether or not the plans for this Giraffe buddy were actually real though, as Rare could have simply been making a joke at the expense of fan who had made a rather odd request for a Giraffe to appear in an upcoming Donkey Kong game.

[edit] Donkey Kong Country 2: Diddy's Kong Quest

The Rare Witch Project website once had previews of several upcoming enemies and characters for Donkey Kong Country 2: Diddy's Kong Quest. Among these enemies was a sinister looking character (or perhaps generic enemy) simply dubbed "Mr. X". Mr. X was a white (or perhaps skeletal) Kremling wearing a large black jacket covered in army medals, he also possessed two small hooks for hands. Despite his status as a beta element, Mr. X somehow managed to be included in the official German player's guide.

[edit] Donkey Kong Land

Several creatures and characters who were originally going in this game were abandoned for unknown reasons. These creatures and characters included a fish enemy named Pucka, an unnamed Kong who wore a hat and a what appears to be a baby ram named Ram Bunkshus. All these unused characters were first advertised in an old issue of Nintendo Power magazine, which included pictures of them.

[edit] Donkey Kong Land 2

Donkey Kong Land 2 originally had the sub-title "Diddy's Kong Quest", this was later removed, probably because it would cause people to think the game was an exact port of the game it was based on, Donkey Kong Country 2: Diddy's Kong Quest.

[edit] Game & Watch Gallery 4

A few pre-release screenshot showed that the characters had different sprites. The "Game Select" screen was completely different. The Game Data also contains a few more unused sprites. [3]

[edit] Donkey Kong Land 3

Donkey Kong Land 3 originally had the sub-title "The Race Against Time", it was later removed, presumably due to the fact that the other two installments in the Donkey Kong Land series did not possess, so it would seem slightly pointless to give Donkey Kong Land 3 one.

[edit] Luigi's Mansion

Luigi's Poltergust 3000 was originally supposed to have a heat meter. If Luigi kept his vacuum on for too long, it would burst into flames, causing Luigi to lose HP. There also originally was a pink ghost that would scream behind Luigi causing him to lose 50 HP. The orange ghosts originally were blue, and had a big nose. The pink prototype ghosts closely resembled the final version orange ghosts albeit pink.

There was also supposed to be more interactivity, such as Luigi sliding down a stairway, and a lamp breaking. Originally, the Boo Radar was supposed to show you where ghosts were, but not Boos. Also, the Game Boy Horror was supposed to show the player what Luigi is seeing with out going into first-person view. Originally the mansion also had an RPG type of quality which included real-time changes of rooms and also an underground dungeon-like basement.

There also was a lost graphic. In the first picture below shows the beta parlor. In the room, it had an extra side-table in front of the china cabinet.

[edit] Mario's Tennis

The character list in this game's coding features the name "CASSARIN", which is notable for, unlike the other characters, not having any sprites. "Cassarin" happens to be Japanese for "Catherine", which is Birdo's Japanese name; it can therefore be assumed that Birdo was initially planned for playability in Mario's Tennis.

[edit] Mario & Luigi: Partners in Time

A certain beta screenshot depicts Mario, Luigi, and their baby selves fighting two red shoe-clad Blooper foes in the Vim Factory. Almost nothing is known about this Blooper creature, which was unused, although the timing of the taking of the screen shot featuring them (which depicts Luigi, upon being thrust by a Trampoline, stomping one) conveniently shows fans both its normal and pained poses. Another early screen shot shows the gang using a Mix Flower on two Boo Guys in Hollijolli Village, while Boo Guys were not present in this area in the final game. Finally, it may be notable that Baby Mario's initial artwork erroneously depicted him as having red shoes rather than his normal blue ones (this mistake was eventually changed and the artwork was re-released), although his shoe coloration would appear to have always been consistent throughout all of the actual game's programming.

[edit] Mario & Luigi: Superstar Saga

Wario, Fox McCloud, Captain Olimar, Samus Aran, Link, and even an Excitebike Racer were going to show up in the Starbeans Café after Mario and Luigi made coffee, instead of E. Gadd (who was only scheduled to make one appearance). The Bean Fruits were also going to be multi-colored, and a few unused items include Neon Beans, a Game and Watch, and an item known as the "Spiritual Bros.", which may have been intended to be a badge, interestingly a badge named Soulful Bros. does exist therefore Nintendo may have attempted to rename this item. One of this game's more interesting Beta Elements is that the name "Sharkbone" appears alongside names for enemies found in Gwarhar Lagoon in the game's coding, and "Sharkbone" is presumed to be an alternate name for the ???? enemies that are actually found in the final game (these enemies actually can come in a bony shark form, although they are also found in a living, Cheep-Cheep-like variety). Even more interestingly, a Nintendo Power guide actually referred to the ????s' undead shark forms as "Sharkbones" and their living Cheep-Cheep forms as "Puffer-Cheeps", which were actually completely different Cheep-Cheep varieties present in the final game; it is presumed that Nintendo based this naming off of beta material (and it may be worth noting that the German version of Mario and Luigi: Superstar Saga replaces "Sharkbone" with "Sand-Cheep").

[edit] Mario Kart 64

A Magikoopa was going to be in this game playable, but got replaced by Donkey Kong. Also note that the Character select screen was going to have the racer face towards the player. The working title was Super Mario Kart R. In certain gameplay screenshots, the Feather Item, which it appeared in Super Mario Kart, was going to be included in the list of items of the game.

[edit] Mario Kart: Double Dash!!

The models of the characters are from Super Smash Bros Melee, and Mario and Luigi are seen in this game's only known beta trailer driving separately and each having a simple, blue kart. It was originally called Mario Kart for Gamecube, and it is likely that this early build of Mario Kart: Double Dash!! was completely scrapped and redone for the final game, as it looks nothing like it. However, when one of the final versions was made, the textures, speedometer and HUD, and pictures looked different.

[edit] Mario Kart DS

This game's Retro Grand Prix was going to include a few more tracks, such as Mario Circuit from Mario Kart: Double Dash!!(Dismantled for the new Mario Circuit), Koopa Troopa Beach (under the name "Nokonoko Course") from Mario Kart 64, and Mario Kart: Double Dash!!'s Block City battle area. There was also an mysterious "Dokan Course" stage with no textures and Moo Moo Farm music Source, as well as a simple, circular test area smaller than even Baby Park; both of these (and the latter one for sure) could've been debugging stages not planned for inclusion in the final game. These areas can still be accessed using Action Replay DS. Waluigi Pinball was also slightly different (mostly in texture and music, the latter of which was strangely from Yoshi Falls, and the slot machine seen near the end of the lap was part of the course for players to drive over.) in betas, albeit probably a programming error.Source Demo copies of the game actually showed it with quite a few object differences (such as more bumpers and a less direct launch towards the beginning). The demo version also depicted DK Pass with (perhaps more thematic for its eponymous character) a grassland theme rather than a snow one, with a lone Thwomp near the finish line, as well as many other small differences mostly regarding walls and jumps.Source Finally, demo version guides released for stores by Nintendo depicted the Chain Chomp (which could not actually be retrieved in the demo version itself) as an item; it is presumed that this Chomp munition would work in a manner similar to that of the Chain Chomps in Mario Kart: Double Dash!!, making it likely that Chain Chomps were removed from the game in favor of Bullet Bills (although the listing of the Chain Chomp in these beta guides may have been a simple mistake, though this is unlikely).

[edit] Mario Kart Super Circuit

Early Nintendo Power screenshots showed that the character had different, "Super-Deformed" sprites. Said screenshots also showed that the HUD was different. Some tracks also had more detailed background. [4]

[edit] Mario Party DS

Wiggler's Garden was originally called Petey's Greenhouse, with Petey Piranha needing help as a member of Petey's army (aka Piranha Plant) had betrayed him and was destroying his greenhouse. Also Toadsworth was going to appear in the item house, but was replaced by a Monty Mole. However, he is not totally absent, as he is mentioned in the item gallery a few times, just never seen.

Another thing is that the players used to have their own boxes at the top screen that have the "X" in the Coins storage and the Stars storage. In the final version, it was removed possibly because Coins can reach over two hundred. It was also going to have Wi-Fi, but scrapped possibly due to memory constraints, lack of time, or because other Mario Party games didn't have Wi-Fi.

[edit] Mario Power Tennis

In the intro of the game where Wario and Waluigi are drawing on the scorechart in the left the player can see Toad and Toadette's heads. It is unknown if they were going to be playable and they forgot to take their faces off the score chart.

[edit] Mario Strikers Charged

Screenshots shown that during matchs, there were no music, both in the classic stadiums and the new fields arenas. The aesthetic of the gadgets located on the top of the screen, would have a more futuristic design, featuring the captains' emblem of the teams, while the items appeared in other gadgets. Later, gadgets had a rusted appearance, still showing the captain's emblem of the team, which they were replaced by the faces of the captains lately. The Super Abilities of the captains were rendered as particular icons for each one (e.g.: The Super Ability of Mario, Super Mario! was shown as a red letter M; Bowser's Fire Storm! was shown as a fireball).

[edit] Mario vs. Donkey Kong 2: March of the Minis

The top screen looked different. It was always outside on the top screen. Also, Cool Kongs used to wear spiked helmets, had purple goggles, and were darker, along with the "C" on their ties being a "W." The sprite used for when a Mini-Mario hanged onto a Cool Kong's tie was also different, with the Mini-Mario facing forward as he did so. Hearts were also present (apparently as collectible items) for unknown reasons. Mini-Shy Guys were dark red instead of the red-pink color used in the final game. Wall Jump bars were also originally red, being reddish-pink (much like Mini-Shy Guys) in the final game. Falling poses were the same has unactivated poses as well. Additionally, Gold Mini-Marios were going to appear in every level, by looking at the top screen of screenshots.

[edit] New Super Mario Bros.

The working title for this game was Super Mario Bros. DS. Also, during early stages of production, Mega Goombas were going to be a generic species (the result of a Goomba colliding with a Super Mushroom and powering up) rather than an individual boss. (It is possible that other enemies were to be compatible with this situation, too, considering the giant enemies like Super Dry Bones and Super Piranha Plant that remain in the game in generic, already-large forms.) There was also supposed to be a Mario and Luigi co-op mode at a time. Interestingly, an illustration of beta map icons still exists as a screenshot on page twelve of the final game's manual. There were originally three item reserve spots rather than one. There also was an underwater stage which also featured Manta Ray in VS. Mode. Spindrift was also supposed to be in the game, but got replaced by the blue spinning platforms in World 1-3 and other levels.

In another image, it's possible to obtain the Blue Shell by first defeating a Blue Koopa Troopa. Then when the player Ground Pounds on the shell, the player gets in the shell and becomes Shell Mario. This feature is removed possibly because the designers wanted a power-up that can be obtained from a ? Block, however it survives in Vs. Mode. Mega Mushrooms were also originally intended to be red. The advertisement accenting the Vs. mode revealed some levels that were not available on the final release, including a desert stage, an underwater stage and a few others. The Mega Mushroom was going to look like a large Super Mushroom rather than a chubby-looking mushroom that was yellow with red spots.

It was possible to kick and punch in the game but is also removed.

And in the beta version the player can hold three items, just like can apreciate in the status screen, but in the original only can hold one item.

The game contians among its minigame data sprites and graphics from Wrecking Crew. The file names suggest that this was intended to be both a single and multiplayer minigame. There is also data to support a single player snowball throwing minigame (which was actually used in Multiplayer Mode), that was probably scrapped due to the DS's inability to support sophisticated enough AI.

[edit] Paper Mario

Early screenshots of this game showed that Poochy was going to play some sort of role in the game. Another screenshot showed that Nep-Enuts were going to be in this game also. Also the early version of Forever Forest showed that it would be much smaller, with all the forest's trees having sinister faces. Paper Mario was also originally going to be named Super Mario RPG 2, though due to complications involving Square Enix, the makers of Super Mario RPG: Legend of the Seven Stars, the name was changed to Super Mario Adventure and later Paper Mario. Also, it was originally in development for the failed Nintendo 64DD. However, it was released in cartridge. A screenshot had also shown a strange, beta Whale.

The release version of the game contains some scrapped Badges that can be accessed with a gameshark or similar. A fully functional Dark Paratroopa enemy exists in the ROM, as well. Finally, Goombaria's name and icon are both present in the game's list of partners for Mario.

[edit] Debug Rooms

Debug rooms are areas in a game that facilitate testing. They sometimes can be considered beta elements. Some leftover debug rooms were found in the Paper Mario ROM. [5] As with most debug rooms, they are accessible using an exit modifier gameshark code.

  1. In this debug room, the text 'MARIO RPG' is written on the floor and the blocks give mushrooms. If Mario talks to the goomba, or if he attempts to talk to the Star Rod, the game freezes. There is a hammer in the chest and an unknown door with the number 0.
  2. Here, there is a POW Block which is unused in the real game. If Mario hits it, it will just shake and nothing will happen.
  3. In the third room, if Mario goes through any of the doors, he will reappear in the same place. This may mean that puzzles based on this principle were intended to be included in the game but were not used. It could also mean that these doors were assigned to different exits at different points, and that this room allowed developers to quickly reach areas that were troublesome to reach normally.
  4. This is an area with a Mario clone, a useless switch, and Goompa (who says nothing.) This may have been used for testing purposes.
  5. In a strange unused area, there are Koopas who have the ability to transform into Mario's partners.

[edit] Unused Items

These unused items were found in the code of Paper Mario. Note that their names and descriptions were never translated officially.

Item Number Name Icon Effect In Game Description
0087 むしよけそう (mushiyokesou) Insect Yokesou Image:PAPER MARIO-826B2BF5-2-0-DF2D6FF8 ciByRGBA.png Has unknown effect on one enemy in battle. Not usable out of battle. Mario throws it at the enemy and a zero damage star appears. 虫のてきを おいはらう
0091 ハッスルドリンク (hassurudorinku) Hustle Drink Image:PAPER MARIO-1CA48410-2-0-7B1E829C ciByRGBA.png Appears to be something Mario drinks during battle, he then steams. Once it is used, Mario attacks 2 times next turn. Not usable in the field. バトルで つぎのマリオのばんが きたとき 2回 こうどうできる
0099 おねがいカムバック (onegaikamubakku) Please come back Image:PAPER MARIO-D60C0E2B-2-0-56BCBCAE ciByRGBA.png When used in battle, it becomes a broken dizzy dial and wastes Mario's turn. Not usable in the field. The sign on the tag looks like the Japanese character for sun. どこかへ とばされた なかまも おねがいすれば もどってくるぞ

[edit] Paper Mario: The Thousand-Year Door

This game was initially going to simply be called Paper Mario 2 and feature a far different logo, one reminiscent of the original Paper Mario's logo. There were also many unused badges. See Badges for information on them.

All of the partners from Paper Mario were going to appear but were cut-off as well. Bow and Parakarry were the only ones left. There was also a strange robot creature and two palette swaps of Screamy. Bobbery also had a prototype sprite, which depicts him wearing army gear. There was also going to be a probable mini-boss called Dark Atomic Boo. Dark Atomic Boo would be a Dark Boo version of Atomic Boo, and some have theorized that it may have been a more powerful Atomic Boo fought in the Dark Boo-inhabited Poshley Sanctum.

Also, in the original trailer, one can see a HP Plus badge that is located on a ledge beyond a moving platform which has a wall over it in mid course (and assumedly could be reached with the help of Vivian). None of this made it into the final game (except the area where these things are, minus the things themselves of course). The trailer also showed that Item Shops would be labeled with Mushrooms rather than the Fire Flowers seen in the final game. Red Bones was initially named "Red Koopa Skeleton". In the same trailer you can see that "Tornado Jump" was initially called "Hurricane Jump".

Aside from scenery, there are also two songs that were unused in the game. One sounds like a theme used for an introduction of a character, and the other sounds like a boss fight. This may mean that another character was going to be in the game but was written out of the final version like these songs.

First song: Unknown Theme

  • It should be noted that this song is somewhat similar to the introduction of a new Pixl in Super Paper Mario.

Second song: Beta Boss Theme

Strangely, the officially site depicts KP Pete as a red Koopa Troopa and a trash-talker. This may be a Beta Element.


[edit] Super Mario 64

This game was originally to be called Super Mario FX, using the FX Chip and was also being planned for the Super Nintendo. Luigi has also been said to been playable in the FX, but was scrapped for unknown reasons. In the Beta version, it would've had a numbered health bar instead of the pointed one. Many stages and bars would be different. The Thwomps would also have a scarier look and Mario would have a different jump (one that let him spin around after a triple jump in a way similar to the result of being hit by a Tweester in Shifting Sand Land). Early screenshots also show a tan Cheep-Cheep, not found in the final game. Mario was voiced differently (possessing a screechy, childlike voice rather than his current Italian accent), Bowser sounded more tiger-like. There was also going to be a Blargg that would appear in the Lethal Lava Land stage.

Other beta elements include a Yoshi egg making it possible that Yoshi was going to be playable or ridable, the Bowser's Castle, textures with lava outside the castle instead of water, two text-circles (like the one in the Super Mario Bros. series), a leaf (Possibly a Super Leaf), strange stars and moons symbols, loads of unused wall and floor textures, a strange unused palm tree, an scary looking door with a bat alá Bowser, and a beta tree.

[edit] Super Mario 64 DS

The working title for this game was Super Mario 64x4. Also, several beta screenshots were released for the game. One of these screen shots show an unused background. Originally, all four characters could fight Bowser at the same time, and fly. This feature was removed, as the four characters can only fight Bowser by their own (with Yoshi utilizing hats to be able to swing Bowser).

At E3 2004, there was a demo called Mario's Face, where the user could use the stylus to mess around with Mario or Wario's face, and have them be 3D or outlined like a cartoon. This could have possibly been the beta Mario Mini for Super Mario 64 DS.

The caps the player uses were originally enclosed in boxes labeled M, L, and W. The boxes can still be found in the test level. [1] Also, early screenshots depicted Wario with his original long shirt sleeves before adopting the shorter ones for the final product. There was also supposed to be a purple rabbit. The game was originally was supposed to have a co-op mode but was canned probably due to memory constraints.

[edit] Super Mario Advance

In addition to Super Mario Bros. 2, a remade version of Super Mario Bros. was also meant to be available, but was cut.[citation needed]

[edit] Super Mario Advance 4

Found among the game's internal data are some uncompressed Super Mario World graphics. This is odd, as graphics in modern Video Games are almost always compressed, since they can consume a lot of space. The probable reason for their decompression is that Super Mario World's graphics are 3-bit, making them fairly "light" on space requirements. The graphics found were the following.

  • One of the animation frames for Bowser's Clown Car.
  • Three frames of Koopa Troopa's walking animation.
  • Two frames of Goomba's walking animation.
  • The Nintendo Presents logo from the beginning of the game.
  • The font used for the HUD, used to write out this text string: 0123456789:VER./

It's probably worth noting that none of these graphics are anywhere near each other in Super Mario World, although they are right next to each other in Super Mario Advance 4. It's not known whether these are a true beta element, or random data that was compiled into the game by mistake, possibly while coding something else.

[edit] Super Mario Galaxy

[edit] E3 2006 (May 10-12 [6])

E3 2006 was the first event in which Nintendo publicly showed Galaxy in anything akin to it's final form, although it was quite different from the final game. In this prototypical build, attendees were treated to a single-galaxy demo of the game, in which they were given ten minutes to find and collect a star. This build had many differences from the final game, although all the basic principles of the game existed in some form.

  • Some game mechanics eventually changed:
    • Mario had the ability to spin to attract coins to him, which he lost in the final version. He can still do this as Flying Mario.
    • In this version of the game Mario could Star Spin multiple times in a row. In the final version, a small delay is enforced during Star Spins.
    • In this prototype, players had to hold B and point at Star Bits to grab them. This was later changed because the developers settled on using the B button to fire Star Bits (which was impossible at this point.)
    • Mario could kick Star Bits around.
    • Mario's Star Cursor was more powerful. It had many of the powers given to the Second Player's cursor in the final game, such as holding enemies.
    • The Life Meter was more like the one in Super Mario 64, having a total of eight health, and changing color more like the Super Mario 64 version.
    • At this point, Musical Notes had an on screen counter, showing players how many musical notes they had collected, as well as how many there were total.
    • Here, if a player wanted to use a pull star (or what would eventually be called a pull star,) he or she would need to point at it constantly, as moving the star cursor would deactivate it. In the final game, the pull star will remain active until players release the A button.
    • If a character wanted to talk to Mario, an exclamation point in a thought bubble would appear above its head. When Mario got close to that character, its dialogue would appear onscreen without interrupting gameplay.
  • Some graphics were not complete, or were different:
    • The Star Bit Counter said 0/100 in this version. No attendee to E3 achieved the collection of all 100 of the Galaxy's "Star Shards" (as they were then known,) so their purpose is unknown.
    • The Star Cursor was yellow in color, and it had a longer "tail." It flashed red if players were not pointing the Wii remote at the screen.
    • Swoopin' Poinks were colored purple.
    • Speech bubbles had a cloud like design.
    • The message "You Got a Star!" was white, and written in all caps. The "Too Bad!" text was the same.
    • The HUD effects for using a Sling Pod were different. These can be seen in the Tarantox videos.
    • The Mario head used as a lives counter was captioned "MARIO."
    • The HUD design used the number font from Super Mario Sunshine.
    • One-ups used a simpler, green "1up!" effect when collected.
  • Certain sound effects were substituted out for others, usually because not all sound composition was complete:
    • When a star appeared it used a Shine Sprite appearing sound effect, from Super Mario Sunshine.
    • When Mario grabbed a star, the music was a remix of the goal tune from the original Super Mario Bros.
    • Super Mario 64 voices were used as Mario's voice as a placeholder.
    • A different sound effect was used for grabbing Star Bits.
    • A slightly simpler sound effect was used for one up collection.
  • A few things also existed under different names:
    • Star Bits were called "star shards."
    • Launch/Sling Stars were simply "stars." (Pull stars weren't named)
    • Sling Pods were called "Wobble Launchers".
[edit] Star World

Star World was the demonstration galaxy created to show off Super Mario Galaxy for E3 2006. It was comprised of many planets taken from other galaxies in the game. It was notably different from any galaxy in the final game in that it was comprised of a "branching" path- choosing different routes on different planets could lead to different stars entirely. It was also notable for its heavy use of asteroids instead of unique planets. The final game ended up using these asteroids only twice, as moons in two galaxies.

This galaxy was inhabited by rabbits and the conjecturally named Cosmic Toads, who were distinguished from normal Toads by the star shaped spots on their caps. They gave players hints and explained the controls. Sometimes, the rabbits could change into Cosmic Toads. Their role was likely replaced by Lumas. They explained various aspects of the game to Mario.

At least three routes through the galaxy were discovered by attendees to the show. The stars were guarded by King Kaliente, Tarantox, and Megaleg (then called Snifit Bot[citation needed]).

Since this galaxy was compiled into a build that allowed Mario's Star Cursor to hold enemies, some of its puzzles made use of that[7].

Snifit Bot was notably different from the final game's Megaleg. It was not commanded by Bowser Jr, and not powered by a Star. The weak point started out blue, and became red once the outer protective layer was broken (In the final game, it starts out white, then turns pink.) Also, the rotating light source is inside the glass dome on top of Snifit Bot, as opposed to on top of it. Megaleg has a small depression on the top of its head, which Snifit Bot did not. Snifit Bot had three coins near each of the two metal patches on its head, and two coins on each leg, making the battle somewhat easier for players. After it was hit for the first time, it guarded its weak point with four unbreakable walls, rather than eight breakable ones. When Snifit Bot is killed, its head smokes, which does not happen to Megaleg. Snifit Bot guarded a normal Star, as opposed to a Grand Star.

Tarantox was also different, though not nearly as much so as Snifit Bot. Attacking any of the fluid filled green sacs on it was enough to flip it over, while in the final game, only the large one on its bottom is sufficient. Once the red sacs on its belly have been destroyed one time each, the final version's Tarantox will regrow all of the green sacs. Not so for Star World's Tarantox. The red sacs on Star World's Tarantox also pulsate more, and with a higher pitched sound effect.

King Kaliente's battle was almost identical to his battle in the released game. The only difference observed is that the flaming projectiles he shot could be batted away with the star cursor. However, not many videos of King Kaliente were released.

All three bosses did not release star bits when attacked, since there were only 100 star bits in the whole galaxy. However, no attendee to the show ever collected all of them, so their purpose remains unknown (they could not be fired at enemies as they are in the final game.)

It is notable that every planet in this galaxy would eventually make it into the final game (although some were modified heavily,) with one exception. The planet players started on, (not officially named, but called "HomePlanet" internally by the game) is totally absent from the final game, although its model data is still present.

The planet just before Megaleg/Snifit Bot's planet originally had a grassy (as opposed to metallic) design. A minor glitch in the released game causes the grassy version of this planet to appear if players stand on top of Megaleg and look at the metallic version. This is caused by an incorrectly set-up culling method. When the planet was redesigned, its low-poly model was not. The series of planets leading up to Tarantox is significantly more decayed than the same planets in the final game. The same is true of Captain Olimar's ship. The first planet from good egg galaxy is shown in a much different form here. Additionally, the planet with rolling boulders and mud from Good Egg Galaxy appears here, but without the mud, or the puzzle that would accompany it in the final game.

Although called "Star World" by fans, this name is taken from the "Welcome to the Star World!" message that appeared when starting this galaxy. Based on the similar message used in the final game, it could just be a mistranslation of "galaxy"

The music that plays in this galaxy is known as "egg planet." It is the theme of Good Egg Galaxy in the final game.

Videos:

  • A trailer shown at E3 (a man and a woman play star world together) [2][8]
  • Fighting King Kaliente [3][8]
  • A cosmic toad explains "Stars" and "Star Shards" (later renamed "Launch Stars" and "Star Bits," respectively) [4][8]
  • "HomePlanet" [5][8]
  • Battle with "Snifit Bot," showing many differences from the final game [6][8]
  • Route to Tarantox [7][8]
  • Tarantox [8][8]
  • "HomePlanet" appears in the final game's code, but not the game itself [9]