List of New Super Mario Bros. Wii pre-release and unused content: Difference between revisions

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m (→‎World Layouts: Also brown foots are beta, pointed that in an image)
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Image:IceStagePenguins.jpg|World 3-1 in the E3 demo.
Image:IceStagePenguins.jpg|World 3-1 in the E3 demo.
Image:World7 Beta.jpg|World 7-5, with World 1 background.
Image:World7 Beta.jpg|World 7-5, with World 1 background.
File:Brown Foot Bramball.png|World 5-3, with World 1 background.
File:Brown Foot Bramball.png|World 5-3, with World 1 background. Do note the [[Bramball]] foots.
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Revision as of 14:03, March 16, 2013

It has been requested that this article be rewritten. Reason: some parts are biased and have a personal point of view. The page also needs to be rewriten because most of the text and images are from The Cutting Room Floor

This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

Some of the Beta elements from the game New Super Mario Bros. Wii.

Early ideas

Princess Peach

At one point, Miyamoto considered making Princess Peach a playable character, like in Super Mario Bros. 2, but eventually decided against it because of how difficult it would be to animate her dress [1].

Mega Mushroom

The game was going to have Mega Mario, but the idea was abandoned. EN_ITEM has an empty value which loads a mushroom model from I_big_kinoko.arc, but it crashes the game when used, and it does not have any other code which uses the value. Also, obj_dokan.arc contains a broken pipe model. The reason of the abandon was probably because the camera would have to be expanded too much to fit four players in the screen using the same item, making the game almost unplayable.

Early Builds

HUD during gameplay

File:Beta1 NSMBWii.png
An early version (top), and the final version (bottom).

In the early screenshots of the game, the HUD originally appeared transparent during gameplay; additionally, the text appeared very different, with only generic font; possibly as a placeholder. Later screenshots and videos of the final build show that the HUD is now solid (only turning transparent if a player goes behind it), certain icons were updated or brightened up, and along with the trademark Mario text. Notably, the life box was sized down, while the score and timer stretched out slightly.

Also, when a Yoshi is ridden, a music note appears on the upper-right side of the screen. This may have been deleted because that people may have been under the impression that the note stands there for no reason.

"Level Clear!"

In the E3 2009 demo, whenever a character completes a stage, the message "Level Clear!" appears. It was changed in the final build to "Course Clear!" for unknown reasons.

Results Screen

In demos shown in the Press Conference, after finishing each level a results screen would pop-up showing the player how many enemies were stomped and how many coins were collected, which is not in the final. However, in New Super Mario Bros. U, once the game is beaten, players have access to a purple Records Toad House, containing aforementioned information. Also, in New Super Mario Bros. 2, the coin counter shows how many coins have been collected in the game.

Flag and Midway flag

The Goal Pole and the Checkpoint Flag were originally going to have an image of a skull on them, but it was changed to Bowser's emblem in the final version. The skull flag was used in New Super Mario Bros.. Also, an early image shows the Midway Flag as a circular sign with a skull on it.[2]

Power-Up Panels

In the final game, the "Your Turn" message does not appear in single player mode.

Early Platform Models

The platforms in World 7-4 were normal platforms in the beta. The tracks were black instead of yellow and the end points were red.

A later version had the emblem of the player who was controlling the platforms as the end of the trails, while the platform itself was gray with a bolt all the time, just like when they are off in the final version.

Sound Effects and Musics

Level Themes

The underground, desert, castle, athletic themes, and the level clear tunes were ported from New Super Mario Bros., most likely a placeholder.[3] The snow, forest, lava and Ghost House musics did not exist.

The only unused track in the game is cheepfanfare_lr.ry.32.

Sound Effects

During the E3 2009 demo, coins had 8-bit sound effects, just as they did in the first New Super Mario Bros., but it was later replaced with different sound effects. The Propeller Mushroom had a different sound and was changed to a more realistic sound.

Also, the power-up sound effect was originally the sound effect from New Super Mario Bros., but it was changed to the 8-bit version.

Objects from New Super Mario Bros.

One-way gate

This gate allows the player to cross only from one direction. The only usable ones are "enter from the right" and "enter from the left". The players going right through the "enter from the bottom" and "enter from the above" can only be used once.

Swinging pendulum platform

A swinging pendulum platform from World World 6-Castle. They self-rotate (you don't need to attach them to a rotation controller for them to move), and the player can adjust their swing arc, speed and size.

Yoshi

Red Yoshi

While the game was still in development, Nintendo confirmed that a Red Yoshi was ridable and a artwork was made. However, after a newer trailer, Red Yoshi got replaced with Pink Yoshi and the artwork was changed.

Blue Yoshi

Blue Yoshi was also supposed to appear in the game, but he go replaced by Light Blue Yoshi.

Behaviors

Yoshi has unused behaviors for touching water, Poisoned Water and lava. He also has unused behaviors of when touching enemies like Bramballs, Munchers, Mecha-Koopas, Bob-ombs, Buzzy Beetles, Super Dry Boness, Thwomps, Cooligans, Wigglers and Mega Wigglers. He also has unused behaviors when eating a Toad Balloon, entering a horizontal Warp Pipe, Cannons and doors. These behaviors are unused because he appears in levels which none of these contents appear.

Note

When a Yoshi is ridden, a music note appears on the upper-right side of the screen next to the time counter. This was removed in the final version.

Bosses

Changes

File:MortonNSMBWii.jpg
An early version of the Morton Koopa Jr. tower battle.

In the first battle against Larry Koopa as presented in the E3 2009 demo, whenever he goes into his shell, he barely covers any ground. Also, the first battle with Morton was held in World 1-Castle in the demo, not in World 6-Tower (as that level wasn't featured in the demo). Morton also doesn't have spiked pillars stabbing the platforms to the side; instead, there were Podoboos jumping out of the lava.

Dropping in on the Koopalings

In the E3 2009 demo, after players go through the boss door, they all fall from the top of the screen and into the boss room, as the initial Larry and Morton videos showed. This was just like in the original New Super Mario Bros., where the player also enters the Bowser Jr. battles the same way. In the final version, the players are already on the ground when the boss room loads up.

Blocks and Objects

Early Roulette Block

The Roulette Block was suppose to look like the ones in New Super Mario Bros.. They had different item icons too.

Snake Block Texture

The Green Snake Block found in New Super Mario Bros. was supposed to be used in the game but instead Ice Snake Blocks replaced it. The only place Snake Blocks were found was in Lemmy's Castle and in no other place in the game.

Doomship Key

Keys were going to appear in the game. When obtained, the key just flies out of the screen next to the lives and coins counters. It might have opened locked doors on Airships.

Conveyor Belt Spikes

Spikes were suppose to be on Conveyor Belts but were taken out for unknown reasons.

Event Switch

A magenta ! Switch can be found in the game files, but is never used in the game. This ! Switch is an Event Switch. The Event Switch allows an event to activate one of up to four event IDs specified and do something else.

Gray ? Blocks

At E3, it was shown that there were originally going to be gray ? Blocks in the ice levels, but they were scrapped out for unknown reasons. Also gray Brick Blocks were shown with the gray ? Blocks.

Yoshi Cookie

Yoshi Cookies were going to appear in the game, with the same function as a Berry.

Toad Balloon

Toad Balloons were originally meant to be green coins. This can be proved because the name of the object is EN_GREENCOIN. obj_coin.arc also contains a model and texture for a green coin, but is never used in the game.

Level Designs

  • World 1-1 had the first Star Coin in the level on the overworld part of the level, the underground area with the second Star Coin was made differently, and the Red Coins and Red Rings were absent; they were replaced by Coins.
  • World 1-Tower had a diferent background and the walls were light green and made of odd-looking small blocks.
  • World 7-5 had World 1 background.
  • World 5-3 had World 1 background.
  • The land of World 3 had cyan stripes instead of brown. The desert background had a green sky.
  • World 8-7 were used to be an autoscroll level. This was changed because the the screen moved too fast and the Spine Coaster could not catch up.[4]

World Layouts

In the World Map folder on the disc, left behind is an unused configuration file for the "Collected Star Coins" screen (CollectionCoinCourseSort.arc). From it, we can learn early level layout.

  • World 1 didn't have 1-6.
  • World 2 had a Ghost House and lacked 2-6.
  • World 3 had two Ghost Houses.
  • World 4 had 4-7 and didn't include the Ghost House and Airship.
  • World 5 had 5-7.
  • World 6 has 6-7, and could have no airship.
  • World 7 had 7-7 and didn't have the Ghost House. It could have included a cannon.
  • World 8 had a second tower, marked as "Secret".
  • There's no World 9 yet.

Enemies

Enemy Changes

The Bramballs in the E3 trailer had brown feet instead of yellow feet.

Micro-Goombas were able to be defeated by running into them. They acted like the ones in New Super Mario Bros. but were changed to the Super Mario Bros. 3 style where the Micro-Goombas would stick to Mario and hold him down. [5]

Defeated King Bills

King Bills were able to be defeated but it was changed in the final version. It has an animation for being defeated and through hacking methods the player can defeat it. [6]

Power-Ups

Unused Power-up

While never revealed or used in the game, a power-up that appears to be a chicken suit was originally intended to be in the game. Concept art of the suit had been discovered though its purpose or effects on the characters who were to use it is unknown. It eventually changed into the Penguin Suit.

Penguin Suit

The Penguin Suit was going to have white eyes with a blue pupil but was changed to black eyes.

Propeller Mushroom

The orange Propeller Mushroom was originally a Propeller Suit, a red letter "P"-like suit with a propeller at its top. It's unknown why the creators changed it into a Mushroom.

Fire Toads

Originally, the Fire Toads had mushroom caps which had their respective colors reversed with white spots on them. However, in the final version of the game (and later trailers prior to its release), the Toads' fire forms instead have them with caps with reversed colorations of their respective colors and with red spots instead of white ones.

Additionally, the early Fire Blue Toad and Fire Yellow Toad had their vests of the same color while their pants remained a maroon like color. However, in the final version of the game, the Toads received a reddish/maroon color for both their vests and pants.

Icons

The early power-up icons were very simple, and got replaced with better looking ones. There was no Ice Flower and Mini Mushroom got replaced with 1-Up.

Text

Title Screen

In the International version of the game, the title screen reads "Press Two Button to Start". In Japanese versions of the game, this was changed to "Press Two Button Start".

Text changes

In the European version of the game, some texts are different compared with the US version. These changes were aplied to Toad Houses, to Princess Peach's Castle and to the warning of 100% completion of the game.

Unused data

Unused Enemies

Information for a Giant Buzzy Beetle and a Stretch exist within the game. However, neither of them were used in any level. The Giant Buzzy Beetle can be used as a platform, and will only move continuously in one direction; it does not fall while airborne. It does, however, change direction when it hits walls or collides with certain enemies. Lastly, it is immune to every known attack method, including invincibility. Kab-ombs were also made to appear, but were scrapped from the final release.

It is also likely that Fishin' Boo was intended to be in the game at one stage, since an unnamed object is called 'EN_GHOST_JUGEM'.[7]

Unused Platforms

There were unused platforms. These include four rotating platforms (similar to the ones during the Reznor battle from Super Mario World), see-saw, and controllable platforms like the ones from 1-2 and 7-2 in New Super Mario Bros., respectively, and trampoline platforms that bounce the player to the opposite direction. These platforms were simply long gray blocks.

Unused Arrows

Arrows that were used in New Super Mario Bros. were found in the game by hacking. They do the exact same thing as they did in that game.

Unused Larry Koopa model

A shorter version of Larry Koopa exists in the game's code. Compared to the used model, this Larry has shorter eyes, shorter hair, and shorter stature.[8]

References

External Links

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