List of New Super Mario Bros. pre-release and unused content: Difference between revisions
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{{italic title|List of ''New Super Mario Bros.'' pre-release and unused content}} | {{italic title|List of ''New Super Mario Bros.'' pre-release and unused content}} | ||
This is a list of pre-release and unused content for the game ''[[New Super Mario Bros.]]'' | This is a list of pre-release and unused content for the game ''[[New Super Mario Bros.]]'' | ||
==Development== | ==Development== | ||
''New Super Mario Bros.'' was designed as a successor to the [[Super Mario Advance (series)|''Super Mario Advance'' series]]; Hiroyuki Kimura decided that an original 2D platformer for the conveniently-released [[Nintendo DS]] would take the place of a prospective "fifth" entry of the series.<ref>[ | ''New Super Mario Bros.'' was designed as a successor to the [[Super Mario Advance (series)|''Super Mario Advance'' series]]; Hiroyuki Kimura decided that an original 2D platformer for the conveniently soon-to-be-released [[Nintendo DS]] would take the place of a prospective "fifth" entry of the series.<ref>[https://web.archive.org/web/20101207010424/http://us.wii.com/iwata_asks/mario25th/vol3_page4.jsp]</ref> The game began development in late 2003, and an early trailer was first unveiled at E3 2004.<ref>[https://www.youtube.com/watch?v=zhocvThdP5g]</ref> | ||
==Early builds== | ==Early builds== | ||
[[File:NSMB BetaElements BlueShell.jpg|thumb|left|300px|Early concept for obtaining the [[Blue Shell]]]] | |||
[[File:NSMB Beta Map.jpg|thumb|Manual screenshot featuring early map icons]] | |||
There was an underwater stage which featured a [[Manta Ray]]. [[Spindrift]] was also implemented into the game, but was replaced by [[Spin Block (New Super Mario Bros.)|Spin Blocks]] in [[World 1-3 (New Super Mario Bros.)|World 1-3]] and other levels. | |||
At one point, a [[Mario]] and [[Luigi]] race mode was planned. | |||
The E3 2005 trailer showed co-op mode in levels that are not available in the final release, including a desert stage and an underwater stage. Some of the data for these levels remains in the game's files. | |||
The E3 2005 trailer showed | |||
The | The game did not pause while Mario transformed after obtaining a power-up. There were originally three [[item storage|Stored Item]] spots rather than one. | ||
The [[Mega Mushroom]] originally had a red-and-white appearance, similar to the [[Super Mushroom]] from ''[[Super Mario 64 DS]]''. Mega Mario was also able to [[dash]]. | |||
The desert music featured in certain kiosk demos that were playable in 2005 used an orchestra hit instead of the "[[paah]]" vocals, and the ground theme did not have the vocals. | |||
In one version shown in a video showcasing 1-1 the game | It was possible to kick and punch as [[Super Mario (form)|Super]], [[Fire Mario|Fire]], and [[Mega Mario]]. Mario was also able to [[Somersault]]. | ||
In a near-final build featured in screenshots shown in a certain page of a Monthly Nintendo News issue published in March, there were some very slight differences in areas such as level design. A screenshot at this stage suggests that [[World 3-B (New Super Mario Bros.)|World 3-B]], a sky level, was intended to be a desert level at this point.<ref>[https://www.n-philes.com/games/DSN/DSN_newsupermariobros.//smb03.jpg]</ref>{{dead link}} | |||
In one version shown in a video showcasing [[World 1-1 (New Super Mario Bros.)|World 1-1]], the game is very similar to the final version, but the "[[paah]]" vocals in the ground theme are still orchestra hits. | |||
A screenshot featuring early map icons exists on page 12 of the first version of the US manual. | |||
{{br}} | |||
==Unused data== | ==Unused data== | ||
[[File:NSMBUnusedWorldIcons.png|thumb|200px|Textures for the unused flat 3D 'world' models, annotated with the world theme as listed in the textures' names | [[File:NSMBUnusedWorldIcons.png|thumb|200px|Textures for the unused flat 3D 'world' models, annotated with the world theme as listed in the textures' names]] | ||
There is an unused fauna-like image named "Junglekusa" hidden in the game. It is used by an unused actor (actor number 280, sprite number 255). The actor has a setting that can make the area it covers "swimmable", among other settings. | *In the map directory, there are eight 3D models based on the eight world themes planned for the game. However, [[World 4 (New Super Mario Bros.)|Worlds 4]] and [[World 6 (New Super Mario Bros.)|6]] do not display forest and mountain themes, respectively, as in the final game. World 4's texture is named "ancient" and shows an island with a volcano. World 6's texture is named "machine" and is a metallic graphic that may be a placeholder. This implies that these world themes were different in early builds. | ||
*There is an unused fauna-like image named "Junglekusa" hidden in the game. It is used by an unused actor (actor number 280, sprite number 255). The actor has a setting that can make the area it covers "swimmable", among other settings. | |||
*There is also an unused model for a giant [[Fire Piranha Plant|Venus Fire Trap]], which does not appear in the final game. | |||
*Also in the files is a buggy rotating log platform.<ref name=TCRF>''[[tcrf:New Super Mario Bros.|New Super Mario Bros.]]'' ''The Cutting Room Floor''. Retrieved October 14, 2023.</ref> | |||
==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
NSMB early logo.png|Early logo | |||
NSMB Prerelease 3.jpg|A [[Big Whomp]] attacking Mario and Luigi. When hit, the blue [[! Block]] gives out [[coin]]s rather than a [[Vanish Cap]], like the yellow ! Boxes from ''[[Super Mario 64]]''. | |||
NSMB Prerelease 4.jpg|A [[rope]] level using an early ground tileset | |||
Mega Goomba.jpg| | Mega Goomba.jpg|Mega Mario encountering a [[Mega Goomba (boss)|Mega Goomba]] in a field level, with another early tileset. Note the Touch Screen interface. | ||
NSMB Prerelease 2.jpg|A cut underwater stage with a [[Manta Ray]] | |||
NSMB Prerelease 9.jpg|A ground level. Note the [[Spindrift]] and the designs of the [[Block]]s. | |||
NSMBDS Pre Release Mushroom Platforms.jpg|Mario and Luigi in a level featuring tilting [[Mushroom Platform]]s | |||
Ss nsmb pre14.jpg| | Ss nsmb pre14.jpg|A denser Mushroom Platform area | ||
NSMB World2.jpg|Mario and Luigi in a desert level | |||
Super Thwomp.jpg|Early [[World 4-Castle (New Super Mario Bros.)|World 4 fortress]] | |||
Unused pumpkinland.jpg|A level featuring a village at night in the background | |||
NSMB Prerelease 1.jpg|An unused desert level. Some level data remains in the game's files. | |||
NSMB Prerelease 8.jpg|Early Mega Goomba boss battle | |||
NSMB Prerelease 10.jpg|A castle level. The lava's appearance is more simplistic and may be tile-based. | |||
NSMB Prerelease 5.jpg|Early [[World 8-2 (New Super Mario Bros.)|World 8-2]] bonus area. The level design, background, and tileset were altered before release. | |||
NSMB Prerelease 6.jpg|A volcano level with [[volcanic debris]] using an early texture | |||
NSMB Prerelease 7.jpg|An underwater level that appears to have a more colorful background | |||
NSMBDS E3 Press Kit Coins.jpg|Mario grabbing Coins in a ground level with another early tileset | |||
NSMBDS E3 Press Kit Goomba.jpg|Mario jumping away from a Mega Goomba in a [[Super Mario World 2: Yoshi's Island|''Yoshi's Island'']]-style castle | |||
NSMBDS E3 Press Kit Mega Mario.jpg|Mega Mario running through a ground level | |||
NSMB ScuttleBug.jpg|Pre-release screenshot of [[World 8-4 (New Super Mario Bros.)|World 8-4]], seemingly using the forest tileset. | |||
NSMBDS Prerelease Cheep Cheep.jpg|An underwater level. Note the early top screen placement of the Coin counter and timer. | |||
Ss nsmb pre27.jpg|Near-final interface. Note the different designs of the [[goal]] icon and [[Star Coin]]s. | |||
Ss nsmb pre27.jpg|Near final interface. Note the different | NSMB W4-3 early.png|Early {{world-link|4|3|World 4-3 (New Super Mario Bros.)}} | ||
NSMB Unused Purple Switch.png|Unused [[! Switch#Super Mario 64 / Super Mario 64 DS|Purple Switch]] model from ''[[Super Mario 64 DS]]'' | |||
NSMB-GiantFirePiranhaplant.png|The unused giant Venus Fire Trap model | |||
NSMB-Unused Spinning log.png|The unused rotating log platform | |||
</gallery> | </gallery> | ||
==External | ==External links== | ||
*[ | *[https://www.youtube.com/watch?v=c9r99rNi-6s&feature=youtube_gdata A kiosk demo from 2005.] | ||
*[ | *[https://www.youtube.com/watch?v=bYfcQUqzI5U A video with some unused actors and tileset objects, and some used]{{dead link}} | ||
*[ | *[https://www.youtube.com/watch?v=HRJiMRg0zQo More of the above video]{{dead link}} | ||
*[ | *[https://www.youtube.com/watch?v=z1jsGQyw8Ug A video with some unused entrances, and some possibly used ones]{{dead link}} | ||
==References== | ==References== | ||
<references/> | <references/> | ||
{{ | {{NSMB}} | ||
{{Pre-release and unused content}} | {{Pre-release and unused content}} | ||
[[Category:Pre-release and unused content|New Super Mario Bros.]] | [[Category:Pre-release and unused content|New Super Mario Bros.]] | ||
[[Category:New Super Mario Bros.|*]] | [[Category:New Super Mario Bros.|*]] | ||
[[de:New Super Mario Bros./Beta-Elemente]] | |||
[[it:Sviluppo ed elementi scartati di New Super Mario Bros.]] |
Latest revision as of 06:00, April 9, 2024
This is a list of pre-release and unused content for the game New Super Mario Bros.
Development[edit]
New Super Mario Bros. was designed as a successor to the Super Mario Advance series; Hiroyuki Kimura decided that an original 2D platformer for the conveniently soon-to-be-released Nintendo DS would take the place of a prospective "fifth" entry of the series.[1] The game began development in late 2003, and an early trailer was first unveiled at E3 2004.[2]
Early builds[edit]
There was an underwater stage which featured a Manta Ray. Spindrift was also implemented into the game, but was replaced by Spin Blocks in World 1-3 and other levels.
At one point, a Mario and Luigi race mode was planned.
The E3 2005 trailer showed co-op mode in levels that are not available in the final release, including a desert stage and an underwater stage. Some of the data for these levels remains in the game's files.
The game did not pause while Mario transformed after obtaining a power-up. There were originally three Stored Item spots rather than one.
The Mega Mushroom originally had a red-and-white appearance, similar to the Super Mushroom from Super Mario 64 DS. Mega Mario was also able to dash.
The desert music featured in certain kiosk demos that were playable in 2005 used an orchestra hit instead of the "paah" vocals, and the ground theme did not have the vocals.
It was possible to kick and punch as Super, Fire, and Mega Mario. Mario was also able to Somersault.
In a near-final build featured in screenshots shown in a certain page of a Monthly Nintendo News issue published in March, there were some very slight differences in areas such as level design. A screenshot at this stage suggests that World 3-B, a sky level, was intended to be a desert level at this point.[3][dead link]
In one version shown in a video showcasing World 1-1, the game is very similar to the final version, but the "paah" vocals in the ground theme are still orchestra hits.
A screenshot featuring early map icons exists on page 12 of the first version of the US manual.
Unused data[edit]
- In the map directory, there are eight 3D models based on the eight world themes planned for the game. However, Worlds 4 and 6 do not display forest and mountain themes, respectively, as in the final game. World 4's texture is named "ancient" and shows an island with a volcano. World 6's texture is named "machine" and is a metallic graphic that may be a placeholder. This implies that these world themes were different in early builds.
- There is an unused fauna-like image named "Junglekusa" hidden in the game. It is used by an unused actor (actor number 280, sprite number 255). The actor has a setting that can make the area it covers "swimmable", among other settings.
- There is also an unused model for a giant Venus Fire Trap, which does not appear in the final game.
- Also in the files is a buggy rotating log platform.[4]
Gallery[edit]
A Big Whomp attacking Mario and Luigi. When hit, the blue ! Block gives out coins rather than a Vanish Cap, like the yellow ! Boxes from Super Mario 64.
A rope level using an early ground tileset
Mega Mario encountering a Mega Goomba in a field level, with another early tileset. Note the Touch Screen interface.
A cut underwater stage with a Manta Ray
Mario and Luigi in a level featuring tilting Mushroom Platforms
Early World 4 fortress
Early World 8-2 bonus area. The level design, background, and tileset were altered before release.
A volcano level with volcanic debris using an early texture
Mario jumping away from a Mega Goomba in a Yoshi's Island-style castle
Pre-release screenshot of World 8-4, seemingly using the forest tileset.
Near-final interface. Note the different designs of the goal icon and Star Coins.
Unused Purple Switch model from Super Mario 64 DS
External links[edit]
- A kiosk demo from 2005.
- A video with some unused actors and tileset objects, and some used[dead link]
- More of the above video[dead link]
- A video with some unused entrances, and some possibly used ones[dead link]