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

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<gallery>
<gallery>
NSMB early logo.png|Early logo
NSMB early logo.png|Early logo
Beta3_NSMB.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 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|A [[rope]] level using an early ground tileset
NSMB Prerelease 4.jpg|A [[rope]] level using an early ground tileset
Mega Goomba.jpg|Mega Mario encountering a [[Mega Goomba]] in a field level, with another early tileset. Note the Touch Screen interface.
Mega Goomba.jpg|Mega Mario encountering a [[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]]
NSMB Prerelease 9.jpg|A ground level. Note the [[Spindrift]] and the designs of the [[Block]]s.
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
NSMBDS Pre Release Mushroom Platforms.jpg|Mario and Luigi in a level featuring tilting [[Mushroom Platform]]s
Ss nsmb pre14.jpg|A denser Mushroom Platform area
Ss nsmb pre14.jpg|A denser Mushroom Platform area
NSMB_World2.jpg|Mario and Luigi in a desert level
NSMB World2.jpg|Mario and Luigi in a desert level
Super_Thwomp.jpg|Early [[World 4-Castle (New Super Mario Bros.)|World 4 fortress]]
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
Unused pumpkinland.jpg|A level featuring a village at night in the background
Beta1_NSMB.jpg|An unused desert level. Some level data remains in the game's files.
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 8.jpg|Early Mega Goomba boss battle
Beta10_NSMB.jpg|A castle level. The lava's appearance is more simplistic and may be tile-based.
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 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 6.jpg|A volcano level with [[volcanic debris]] using an early texture
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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 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
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.
NSMB ScuttleBug.jpg|Pre-release screenshot of [[World 8-4 (New Super Mario Bros.)|World 8-4]], seemingly using the forest tileset.
CheepCheep.jpg|An underwater level. Note the early top screen placement of the Coin counter and timer.
CheepCheep.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 designs of the [[goal]] icon and [[Star Coin]]s.

Revision as of 09:32, August 11, 2019

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

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 in VS. Mode 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 some VS Mode 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 Item Storage 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 "bah" 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.[2]

In one version shown in a video showcasing World 1-1, the game is very similar to the final version, but the "bah" 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

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

There is also data to support a single-player snowball throwing minigame[citation needed].

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.

Gallery

External links

References