List of New Super Mario Bros. pre-release and unused content

These are beta elements from New Super Mario Bros..

Beta Elements
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 one 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. Brick Blocks also appeared together as springs. There were two kinds of bouncing brick blocks (one kind would act like a regular spring while the other kind would spring automatically).

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. 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. First, the Mega Mushroom was just a Super Mushroom from Super Mario 64 DS, then it was red with white spots instead of yellow with red spots.

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

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

During the near-final state when screens were shown on Nintendo Power, there were some very slight differences in level design etc. The pipe design of a level in the beta has identical design to World 3-B in the final version, although it was originally shown as a desert level. The coin sprites were different and the music wasn't at its final state (the vocals "ba-baa" were originally an orchestra-like "hit" similar to one made by a MIDI keyboard). The Desert Overworld was known long before the other songs in the game as it was shown in a video from E3 2006, the main song was completed but did not have vocals; therefore the enemies did not dance. Also a Chain Chomp could be defeated by ground pounding on its head three times instead of setting it free from the peg.