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Prerelease:New Super Mario Bros./2005/Demo

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This is a sub-page of Prerelease:New Super Mario Bros./2005.

This is a later build than the E3 2005 trailer: the cave section in the Field level in the demo is more like the one that appears in the November Famitsu build than the one that appears in the trailer build, the swinging platform in the show floor trailer uses the unused SM64DS model and Mega Mario in the trailer uses normal Mario's falling animation, whereas it uses the final one in the demo.

Impressions

Videos

Originals

YouTube mirrors / Google Drive mirrors

Images

Footage observations

Credits

  • Alzter
  • Hiccup
  • TheGameratorT
  • KingYoshi
  • GoldenFreddyz09
  • heydootdoot
  • The PolteryGamer

Player

  • Invincible with no music or rainbow effect while flying from pipe cannon
  • Mega Mario can kick.
  • Characters can cancel wall-cling into ground-pound. Also, there are animations for consecutive wall-jumping.
  • Characters can perform the SM64 triple jump / consecutive jump. The second jump animation was used as the first enemy chain * animation.
  • There also seems to be another sort of consecutive jump which looks similar to the triple jump variations in the NSMB sequels
  • Characters can perform some sort of forward side somersault.
  • Characters move on ceiling ropes much slower.
  • Fireballs have a white particle effect when hitting an enemy or wall, instead of a more red one.
  • The end of course flag is a flat red flag that faces right and uses a normal block at the bottom.
  • The jump sound is different, it sounds nearly identical to the one in Super Mario Bros. for the NES and changes depending on if * you have a mushroom or not.
  • The idle has Mario/Luigi turning their head from left to right at 90° angles. This also happens in the item hold animation as well, which wasn't changed in the final, oddly. I believe the old idle is still in the final as the worldmap idle animation.
  • Characters turn direction much slower. (About 5 frames of turning around)
  • There is another, slower stage of walking. Mario's slow walk animation ended up being used in the intro, Luigi had a different one than Mario in the beta but ended up using Mario's slow walk in the intro.
  • The normal walking animation from the final was used when you gained a bit more momentum. The animation used in the final game but the animation was played slower initially (at least in some builds) in the beta.
  • There is no transition from jumping to falling. This also applies to Mega Mushroom forms as well. Also, when the character switches to the falling animation, they switch to their hatless model and their hat spawns on top of them and gradually gains a vertical offset.
  • Yellow/orange star shaped particles emit from the players upon getting hit or colliding with another player.
  • There is a different rainbow effect for Invincible Mario
  • There are no particles when a character obtains a Mega Mushroom.
  • Mega Mario isn't viewed from the side like the final. He's viewed a bit more toward the camera like normal Mario. Also his idle is probably the same as non mega characters.
  • Mega Mario's walk is similar to the final but the arm animation is different and the walking animation speeds up depending on your velocity.
  • The victory animation after beating a castle boss is different.
  • Boss victory sound is same as normal victory sound
  • The flag slide sound effect sounds different, and the victory theme starts earlier.
  • During the victory animation the camera zooms much father in to Mario than in the final. After the victory animation, rather than the camera zooming out, it just pans slowly to the right as the player walks to the right while a cutout of Mario's head zooms out at the center of the screen. Also, Mario doesn't say anything when doing his victory animation.
  • During the victory animation the camera zooms much father in to Mario than in the final. After the victory animation, rather than the camera zooming out, it just pans slowly to the right as the player walks to the right while a cutout of Mario's head zooms out at the center of the screen. Also, Mario doesn't say anything when doing his victory animation.
  • Not only do power up state changes not freeze time, they don't use the stretching effect like in the final game and instead just flash between the big and small character models.
  • The drill stomp has no particle effect associated with it, and is cancellable (likely by letting go of down or pressing up).
  • On top of this the "item use" sound in the beta is the same as the "item get" sound of the final.
  • Holding a direction against a wall makes the character play the pushing animation used for pushing the other player in final Mario vs. Luigi
  • Death animation is about half the speed compared to final
  • Starman effect is a rainbow hue of Mario’s current outfit and has different end transition (GameCube Cafe footage)
  • Mario has blinking animation after exiting from pipe (maybe invincibility like respawning from mvl pipes) (GameCube Cafe footage)
  • Mega Mario is slightly turned to the right (3/4´s view?) instead of looking straight. Walking animations are different, and a kick move is possible (animation probably from m64ds) and maybe a punch move (not confirmed)
  • Jump variations play (outside of bouncing on multiple enemies in a row like the final) probably based on speed and when you change directions (GameCube Cafe footage if not all the videos)

Objects/enemies

  • Lakitu doesn't have a throwing sound.
  •  ? Switches use the SM64DS ? Switch model, which is left unused in the final game. Has normal size version and double size version.
  • Pipe piranha plants are 1 block taller
  • Switches don't interrupt music (like Red Rings/timed Star Coins/? Switch in Mega Goomba)
  •  ! switch appears in front of mario and is non-solid when in pressed form
  • Loose coin (that drops down) produced by enemies hit by invincible mario
  • Fireballing enemies doesn't produce coin
  • Doors look like passageways and use the pipe sound when entered.
  • Koopas don't go into their shell when hit by Mega Mario / Fireballs
  • Enemies fly and spin off the screen when kicked by Mega Mario.
  • The end castle is missing.
  • Upon touching a checkpoint ring, it awards 1000 points, turns red, and awards a checkpoint. It also makes a different sound, which sounds like a pitched down/louder/different instrument version of the 'item get' sound.
  • The font for points is identical, but floating point awards have a sparkle particle effect when disappearing.
  • The sound for a P-Switch being hit is similar to the sound for one appearing in the final.
  •  ! blocks: when hit, one of the yellow ones spawns a super mushroom and turns green, another spawns a coin then turns green, and a blue one disappears spawns a bunch of coins. There's also a small yellow ! block after the hanging-rope section.
  • Big wheel lift's platforms are bigger horizontally and vertically. Background/wheel part is possibly shifted/differently sized and lifts may move/be attached differently, relative to the bg part.

Title screen

No music (GameCube Cafe footage) Stage switch noise is swoosh instead of beep-like sound (GameCube Cafe footage)

Levels

Field

  • Music is the multiplayer music / alternate overworld music (GameCube Cafe footage)
  • First sighting of blue checkpoint rings that turn red after touched (most videos)
  • Point graphics have a small shimmer effect when they disappear (GameCube Cafe footage, as well as the You Play This Yet? Video)

Fortress

  • Mario has a jump pattern when the player jumps in the same spot. (GameCube Cafe footage)
  • Mario's triple jump is replaced with somersault as the third jump (GameCube Cafe footage)
  • There is no white texture for starman Mario. (GameCube Cafe footage)
  • In the first Samy video, the player starts in the boss room with just below 500 on the timer. Note that the level timer according to the trailer is 500. And all other levels have a timer of 500. This probably means one of these things:
    • he respawned right in the boss room
    • he respawned in a checkpoint right before the boss door that we don't know about, and the level timer was just a bit above 500 ** or he backtracked before going into the boss room
    • he restarted from earlier in the level, and the level timer was higher than 500

Desert

  • Music has no bah sounds
  • Pokeys move slower and have no rotation animations (GameCube Cafe footage)
  • Lakitu does not leave cloud behind and still stick in the cloud when killed (GameCube Cafe footage)
  • Spinies go instantly from ball model to normal model without transition animation (GameCube Cafe footage)
  • Star Item already blinking when coming out from block (GameCube Cafe footage)
  • Sideflip/Somersault move possible (GameCube Cafe footage)
  • Cannon pipes probably gives star effect (minus rainbow colours) to be invincible, based on the star particle effects and the flipping jump (GameCube Cafe footage 2:04)