List of New Super Mario Bros. pre-release and unused content: Difference between revisions
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[[Category:Pre-release and unused content|New Super Mario Bros.]] | [[Category:Pre-release and unused content|New Super Mario Bros.]] |
Revision as of 17:15, July 7, 2017
This is a list of pre-release and unused content for the game New Super Mario Bros..
Development
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-released Nintendo DS would take the place of a prospective "fifth" entry of the series.[1]
Early builds
The Mega Mushroom originally had an appearance similar to the Super Mushroom from Super Mario 64 DS. Mega Mario was also able to run.
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 Spin Blocks in World 1-3 and other levels.
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.
A screenshot featuring of early map icons still exists as a screenshot on page twelve of the first version of the final US manual.
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.[2]
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.
Unused data
There is also data to support a single player snowball throwing mini-game[citation needed].
In the map directory, there are eight 3D models that are based of the 8 world themes in the game. However, World 4 and 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.
Gallery
- The Original NSMB.jpg
The original opening title of New Super Mario Bros.
- Beta3 NSMB.jpg
A Big 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.
- Beta4 NSMB.jpg
Some type of rope land.
- Beta2 NSMB.jpg
A cut underwater stage with a Manta Ray.
- Beta9 NSMB.jpg
Notice the designs of the item boxes and Spindrift.
- BetaNSMBMarioandluigionshrooms.jpg
Mario and Luigi in an unknown world with mushrooms.
- Beta1 NSMB.jpg
An unused desert that remains in the game's data, to a degree.
- Beta8 NSMB.jpg
A Mega Goomba boss battle.
- Beta10 NSMB.jpg
The brothers in a castle level with more simple-looking lava.
- Beta5 NSMB.jpg
An secret area with an unfamiliar tileset.
- Beta6 NSMB.jpg
A World 8 style level with Volcanic Debris falling from the sky.
- Beta7 NSMB.jpg
A water level similar to the ones in the final game but with a more colourful background.
- Betansmb2.jpg
- Betansmb4.jpg
- Betansmb1.jpg
- CheepCheep.jpg
Note the early placement of the coin count and timer.
Near final interface. Note the different design of the Star Coins
External Links
- A kiosk demo from 2005.
- A video with some unused actors and tileset objects, and some used
- More of the above video
- A video with some unused entrances, and some possibly used ones