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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>[http://web.archive.org/web/20101207010424/http://us.wii.com/iwata_asks/mario25th/vol3_page4.jsp]</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==
The [[Mega Mushroom]] originally had an appearance similar to the a [[Super Mushroom]] from ''[[Super Mario 64 DS]]''.  Mega Mario was also able to run.
[[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.


There also was an underwater stage in VS. Mode which featured a [[Manta Ray]].. [[Spindrift]] was also supposed to be in the game, but got replaced by the blue spinning platforms in World 1-3 and other levels.
At one point, a [[Mario]] and [[Luigi]] race mode was planned.


[[File:NSMB BetaElements BlueShell.jpg|thumb|300px|Early concept for obtaining the [[Blue Shell]].]]
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.
There was also supposed to be a [[Mario]] and [[Luigi]] race mode at one time.
The E3 2005 trailer showed some VS Mode levels that are not available on the final release, including a desert stage, an underwater stage and a few others. There were originally three item reserve spots rather than one. The Mega Mushroom is now red and white.


The desert music featured in certain kiosk demos that were playable in 2005 had an orchestra-like "hit" instead of the vocals "ba-baa" and the main song did not have the vocals. Additionally, the game did not pause as Mario transformed after obtaining a powerup. It was possible to kick and punch in the game while Super, Fire and Mega forms. Mario was also able to sideflip.
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.


A screenshot featuring of early map icons still exists as a screenshot on page twelve of the first version of the final US manual.
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]].


During a near-final state featured in screens that were shown in a certain page of a Monthly Nintendo News issue published in March, there were some very slight differences in level design, etc. A screenshot at this stage suggests that World 3-B, a sky level, was originally intended to be a desert level.<ref>[http://www.n-philes.com/games/DSN/DSN_newsupermariobros.//smb03.jpg]</ref>
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 appears to be the same as the final except the vocals "ba-baa" are still "hits" in the main theme.
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 also data to support a ''single player'' snowball throwing mini-game{{refneeded}}.
 
In the map directory, there are eight 3D models that are based of the 8 world themes in the game. However, [[World 4 (New Super Mario Bros.)|World 4]] and [[World 6 (New Super Mario Bros.)|6]] do not display forest and mountain themes, respectively, but rather World 4's texture is named "ancient" with an island with a volcano in its graphic. World 6's texture is named "machine" and its graphic seems to be a placeholder. This implies that the world themes were much different in the 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.
*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>
The Original NSMB.jpg|The original opening title of ''New Super Mario Bros.''
NSMB early logo.png|Early logo
Beta3_NSMB.jpg|A Giant [[Whomp]] attacking Mario and Luigi. Also note the blue box from ''Super Mario 64'', but instead of giving out a [[Vanish Cap]], it gives out coins just like the yellow boxes that are also from ''Super Mario 64''.
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]]''.
Beta4_NSMB.jpg|Some type of [[rope]] land.
NSMB Prerelease 4.jpg|A [[rope]] level using an early ground tileset
Mega Goomba.jpg|A Mega Goomba.
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.
Beta2_NSMB.jpg|A cut underwater stage with a [[Manta Ray]].
NSMB Prerelease 2.jpg|A cut underwater stage with a [[Manta Ray]]
Beta9_NSMB.jpg|Notice the designs of the item boxes and [[Spindrift]].
NSMB Prerelease 9.jpg|A ground level. Note the [[Spindrift]] and the designs of the [[Block]]s.
BetaNSMBMarioandluigionshrooms.jpg|Mario and Luigi in an unknown world with mushrooms.
NSMBDS Pre Release Mushroom Platforms.jpg|Mario and Luigi in a level featuring tilting [[Mushroom Platform]]s
Ss nsmb pre14.jpg|Mario in some type of mushroom land.
Ss nsmb pre14.jpg|A denser Mushroom Platform area
NSMB_World2.jpg|Mario and Luigi going around the level. The bottom screen looks different.
NSMB World2.jpg|Mario and Luigi in a desert level
Super_Thwomp.jpg|The original World 4 castle. Note that the bottom screen says Fortress.
Super Thwomp.jpg|Early [[World 4-Castle (New Super Mario Bros.)|World 4 fortress]]
Unused_pumpkinland.jpg|An unused spooky-looking level.
Unused pumpkinland.jpg|A level featuring a village at night in the background
NSMB_Beta_Map.jpg|The early map icons from page twelve of the first version of the final US manual.
NSMB Prerelease 1.jpg|An unused desert level. Some level data remains in the game's files.
Beta1_NSMB.jpg|An unused desert that remains in the game's data, to a degree.
NSMB Prerelease 8.jpg|Early Mega Goomba boss battle
Beta8_NSMB.jpg|A Mega Goomba boss battle.
NSMB Prerelease 10.jpg|A castle level. The lava's appearance is more simplistic and may be tile-based.
Beta10_NSMB.jpg|The brothers in a castle level with more simple-looking lava.
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.
Beta5_NSMB.jpg|An secret area with an unfamiliar tileset.
NSMB Prerelease 6.jpg|A volcano level with [[volcanic debris]] using an early texture
Beta6_NSMB.jpg|A World 8 style level with [[Volcanic Debris]] falling from the sky.
NSMB Prerelease 7.jpg|An underwater level that appears to have a more colorful background
Beta7_NSMB.jpg|A water level similar to the ones in the final game but with a more colourful background.
NSMBDS E3 Press Kit Coins.jpg|Mario grabbing Coins in a ground level with another early tileset
Betansmb2.jpg
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
Betansmb4.jpg
NSMBDS E3 Press Kit Mega Mario.jpg|Mega Mario running through a ground level
Betansmb1.jpg
NSMB ScuttleBug.jpg|Pre-release screenshot of [[World 8-4 (New Super Mario Bros.)|World 8-4]], seemingly using the forest tileset.
NSMB_ScuttleBug.jpg|Pre-release screenshot of Level 8-4, note that it appears to use the Jungle tileset.
NSMBDS Prerelease Cheep Cheep.jpg|An underwater level. Note the early top screen placement of the Coin counter and timer.
CheepCheep.jpg|Note the early placement of the coin count 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 design of the [[Star Coin]]s
NSMB W4-3 early.png|Early {{world-link|4|3|World 4-3 (New Super Mario Bros.)}}
Megaeel.jpg|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 Links==
==External links==
*[http://www.youtube.com/watch?v=c9r99rNi-6s&feature=youtube_gdata A kiosk demo from 2005.]
*[https://www.youtube.com/watch?v=c9r99rNi-6s&feature=youtube_gdata A kiosk demo from 2005.]
*[http://www.youtube.com/watch?v=bYfcQUqzI5U A video with some unused actors and tileset objects, and some used]
*[https://www.youtube.com/watch?v=bYfcQUqzI5U A video with some unused actors and tileset objects, and some used]{{dead link}}
*[http://www.youtube.com/watch?v=HRJiMRg0zQo More of the above video]
*[https://www.youtube.com/watch?v=HRJiMRg0zQo More of the above video]{{dead link}}
*[http://www.youtube.com/watch?v=z1jsGQyw8Ug A video with some unused entrances, and some possibly used ones]
*[https://www.youtube.com/watch?v=z1jsGQyw8Ug A video with some unused entrances, and some possibly used ones]{{dead link}}


==References==
==References==
<references/>
<references/>


{{BoxTop}}
{{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]

Early concept for obtaining the Blue Shell
Early map of New Super Mario Bros., as depicted in the US manual
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 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]

Unused flat 3D model graphics, including the early names and themes for Worlds 4 and 6.
Textures for the unused flat 3D 'world' models, annotated with the world theme as listed in the textures' names
  • 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]

External links[edit]

References[edit]

  1. ^ [1]
  2. ^ [2]
  3. ^ [3]
  4. ^ New Super Mario Bros. The Cutting Room Floor. Retrieved October 14, 2023.