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

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These are [[beta elements]] from ''[[New Super Mario Bros.]]''.
{{italic title|List of ''New Super Mario Bros.'' pre-release and unused content}}
==Beta elements==
This is a list of pre-release and unused content for the game ''[[New Super Mario Bros.]]''
The working title for this game was ''Super Mario Bros. DS'' {{refneeded}}.  Also, during early stages of production, [[Mega Goomba]]s 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 early 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.
==Development==
Spindrift was also supposed to be in the game, but got replaced by the blue spinning platforms in World 1-3 and other levels.
''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>


As seen in another image, it was possible to obtain the [[Blue Shell]] by first defeating a Blue [[Koopa Troopa]]. Then when the player Ground Pounded on the shell, the player got in the shell and became [[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, although the player no longer had to Ground Pound the shell. The advertisement showing 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.
==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.


It was possible to kick and punch in the game , but it was removed because of the way Mega Mario moves in the game. Mario was also meant to sideflip. Mega Mario was also meant to have point counters and run.
At one point, a [[Mario]] and [[Luigi]] race mode was planned.


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. Also, in a video footage the way the enemies die is different
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.


During the near-final state when screens were shown on Nintendo Power, 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 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 shown in a video from E3 2006 (before the other songs were known), the main song was completed but did not have vocals; therefore the enemies did not dance. Additionally, the game did not pause as Mario transformed after obtaining a powerup.
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.


==Unused Ring==
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]].
There is an unused E3 ring object called "obj_e3_ring.nsbmd" in the final rom. Discovered by taylorover9000.


I made a video showing what it looks like, and comparing it to other beta videos.
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.


[http://www.youtube.com/watch?v=fKMqE3EHSno Unused Ring]
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==
[[File:NSMBUnusedWorldIcons.png|thumb|200px|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, [[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==
<center><gallery>
<gallery>
Image:Beta3_NSMB.jpg|<center>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 green, red, and yellow boxes that are also from ''Super Mario 64''.
NSMB early logo.png|Early logo
Image:The Original NSMB.jpg|<center>The original opening title of ''New Super Mario Bros.''
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]]''.
Image:Beta4_NSMB.jpg|<center>Some type of [[Rope|rope]] land.
NSMB Prerelease 4.jpg|A [[rope]] level using an early ground tileset
Image:Mega Goomba.jpg|<center>The Mega Goomba species.
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.
Image:Beta2_NSMB.jpg|<center>An unused underwater stage with a [[Manta Ray]].
NSMB Prerelease 2.jpg|A cut underwater stage with a [[Manta Ray]]
Image:Beta9_NSMB.jpg|<center>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.
File:BetaNSMBMarioandluigionshrooms.jpg|<center>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
File:Ss nsmb pre14.jpg|<center>Mario in some type of mushroom land doing an unknown jumping pose.
Ss nsmb pre14.jpg|A denser Mushroom Platform area
Image:NSMB_World2.jpg|<center>Mario and Luigi going around the level. Additionally, the bottom screen looks different.
NSMB World2.jpg|Mario and Luigi in a desert level
Image:NSMB_BetaElements_BlueShell.jpg|<center>A demonstration of how to obtain the Blue Shell powerup.
Super Thwomp.jpg|Early [[World 4-Castle (New Super Mario Bros.)|World 4 fortress]]
Image:Super_Thwomp.jpg|<center>The original World 4 castle. Note that the bottom screen says Fortress.
Unused pumpkinland.jpg|A level featuring a village at night in the background
Image:Unused_pumpkinland.jpg|<center>An unused spooky level.
NSMB Prerelease 1.jpg|An unused desert level. Some level data remains in the game's files.
Image:NSMB_Beta_Map.jpg|<center>The early map icons from page twelve of the final game's manual.
NSMB Prerelease 8.jpg|Early Mega Goomba boss battle
Image:Beta1_NSMB.jpg|<center>An unused desert that remains in the game's code.
NSMB Prerelease 10.jpg|A castle level. The lava's appearance is more simplistic and may be tile-based.
Image:Beta8_NSMB.jpg|<center>An early Mega Goomba boss battle.
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.
Image:Beta10_NSMB.jpg|<center>The brothers in an unused castle level with more simple-looking lava.
NSMB Prerelease 6.jpg|A volcano level with [[volcanic debris]] using an early texture
Image:Beta5_NSMB.jpg|<center>An unused secret area with many objects not seen in the final game.
NSMB Prerelease 7.jpg|An underwater level that appears to have a more colorful background
Image:Beta6_NSMB.jpg|<center>A World 8 style level with [[Raining Debris]] falling from the sky. It is actually similar to World 8-1 of ''New Super Mario Bros. Wii''.
NSMBDS E3 Press Kit Coins.jpg|Mario grabbing Coins in a ground level with another early tileset
Image:Beta7_NSMB.jpg|<center>A water level similar to the final game but with a more colourful background.
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
Image:Betansmb2.jpg
NSMBDS E3 Press Kit Mega Mario.jpg|Mega Mario running through a ground level
Image:Betansmb4.jpg
NSMB ScuttleBug.jpg|Pre-release screenshot of [[World 8-4 (New Super Mario Bros.)|World 8-4]], seemingly using the forest tileset.
Image:Betansmb1.jpg
NSMBDS Prerelease Cheep Cheep.jpg|An underwater level. Note the early top screen placement of the Coin counter and timer.
</gallery></center>
Ss nsmb pre27.jpg|Near-final interface. Note the different designs of the [[goal]] icon and [[Star Coin]]s.
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>


==External Links==
==External links==
*[http://www.youtube.com/watch?v=c9r99rNi-6s&feature=youtube_gdata Early prototype.]
*[https://www.youtube.com/watch?v=c9r99rNi-6s&feature=youtube_gdata A kiosk demo from 2005.]
*[http://www.youtube.com/watch?v=bYfcQUqzI5U Unused Objects]
*[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 Unused Objects]
*[https://www.youtube.com/watch?v=HRJiMRg0zQo More of the above video]{{dead link}}
*[http://www.youtube.com/watch?v=z1jsGQyw8Ug Unused Entrances]
*[https://www.youtube.com/watch?v=z1jsGQyw8Ug A video with some unused entrances, and some possibly used ones]{{dead link}}
*[http://www.youtube.com/watch?v=fKMqE3EHSno Unused Ring]


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


{{BetaElements}}
{{NSMB}}
[[Category:Beta elements]]
{{Pre-release and unused content}}
[[Category:Pre-release and unused content|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.