Prerelease:New Super Mario Bros./Old page
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New Super Mario Bros. went through many style adjustments during development, and much of the pre-release material depicted graphics resembling that of Super Mario World 2: Yoshi's Island and Super Mario 64 DS.
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Contents
2004
May
E3 2004
Trailer
Audio
- No music plays.
- Mario speaks when performing normal jumps like 3D games.
- Mario uses different voice clips taken from Super Mario Sunshine and Super Mario 64 DS.
- Different sound effects play when hitting blocks, shooting fireballs, when fireballs burst, enemies are attacked and when bricks are broken.
- Coins are lower pitch, use Bb-Eb like Super Mario 64 and Super Mario Sunshine instead of B-E.
- Enemies defeated by fireballs all make the sound Spindrifts make in Super Mario 64 when stomped.
- Enemies defeated by Mega Mario all make the sound Goombas make when they are stomped on in Super Mario 64.
- Hitting a ? block does nothing but plays the ! box breaking sound from Super Mario 64.
Visual
- No HUD is present (on the top screen at least).
- The Question Blocks, Brick Blocks, and Pipes use different cartoonish graphics.
- Coins use different graphics. Sometimes they just don't collect.
- Goombas and Koopas use 3D models, the models still exist in the final game (though the Goomba model is used for the Mega Goomba).
- None of these tilesets and backgrounds appear in the final game.
- Mario uses different animations, reminiscent of Super Mario 64 DS.
- Mega Goombas are smaller and animate differently.
- Bowser uses a standing pose, doesn't move, and is in an overworld area.
Gameplay
- Mario's physics are looser and slightly buggy, he can also do moves that he couldn't do in the final game, such as:
- He can perform triple jumps with much less speed and movement distance than the final game.
- He can perform backflips and sideflips like in Super Mario 64 DS.
- Mario can move during the Mega Goomba growing cutscene.
- The Mega Goomba grows after touching a mushroom that uses a tinted version Super Mushroom graphic from Super Mario 64 DS. The Super Mushroom powerup grows the character to a giant size in 64 DS, much like the effects of Mega Mushroom in the final game and the apparent ability shown in the video.
- Mega Mario...
- seems to grow without touching a Mega Mushroom.
- can run (can only "jog" in the final game). This ability was re-introduced in New Super Mario Bros. 2.
- can perform jumps other than the standard jump (in this case, a backflip as seen earlier).
Environment
- None of these areas resemble anything seen in the final game.
- Coins are never seen in such large blocks, other than in World 1-2.
- Bowser is just standing, out in the open.
- Bricks are not seen in this layout.
Screenshots
- Mario now gains 100 points for trampling or shooting Goombas.
- The mushrooms on the touchscreen seem to be decorations that move back and forth or an early inventory.
2005
May
E3 2005
Screenshots
General
- The multiplayer mode has the players making their way through a normal level, rather than competing for Big Stars in a small looping level.
Environment
- Spindrift from Super Mario 64 DS is re-used here.
- Also, this is the first revision to use the 2D Goombas of the final.
E3 2005/Post E32k5 Games Tour Demo
Visual
- Mario performs a backflip before doing his victory pose.
Environment
- Instead of a rising platform on each side of the room, there are 3 platforms that apparently do not exist in the final game. They extend when the timer is started, and shake, then retract and the end of the timer.
Early Demo
Audio
- Doors play the "pipe enter" sound effect.
Gameplay
- Mario/Luigi can hold 3 items in reserve.
- "Rainbow Rings" at this point served as checkpoints.
- Mega Mushrooms don't move.
- Mega Mario's ability to run has seemingly been removed, but he can still punch and kick.
Visual
To do: Get the early and final brick blocks. |
Prototype | Final |
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Prototype | Final |
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Prototype | Final |
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The ? blocks, brick blocks, used blocks were redrawn for the final.
- The unused object version of the lava is used here.
- Mario's animation for chaining enemies is used when he wall-jumps.
Environment
Castle Area
- The first area with the red ? Switch resembles both World 4 (hitting a switch to have the blocks fall) and World 7's (the block configuration) ghost houses.
- The next area resembles World 1's castle.
- The area at 02:07 in the video resembles World 4's castle.
E3 2005 B-roll Footage
This video shows only one new area, an underground level that doesn't resemble anything from the final game. According to the level name on the bottom (top) screen, this was another area of the field level.
E3 2005 Videos
Audio
- Trailer music is the unused slower version of the Mario vs. Luigi track that is still in the final game.
- The wall-jump sound is the same as the jump sound.
- Much like the E3 2004 trailer, the sound that is made when stomping on an enemy is the sound Goombas make when they are stomped on in Super Mario 64.
Visual
- The flagpole is slightly different. For one, all flags were originally red, something only reserved for flags with secret exits in the final, and two, the end castle is missing. The flag is also facing right and the base is a used block instead of a unique 2x2 base object.
- Luigi has a special walking animation that is unused in the final game's files.
- Invincible players have a different rainbow effect.
Gameplay
- Spindrift's behavior is seen towards the end of the trailer, and appears it would act similarly to how it did in Super Mario 64, causing Mario/Luigi to start spinning like after hitting a Spin Block.
- Mega Goombas would've appeared as actual enemies rather than one appearing as a boss in the World 4-Castle in the final game.
- Mega Cheep-Cheep is seen with flat eyes.
- Piranha Plants are roughly double-size and stick out more.
Environment
- An unknown underwater area is shown, most likely an early version of 3-1 which contains Sushi.
Later Demo
Audio
- Lakitu doesn't have a throwing sound.
Environment
- This area resembles both 2-1, 2-2, 6-A in the final.
- This area still exists in the final's filesystem. The fact the level still works with the final desert tileset was just redrawn, or the level was scrapped after the tileset change.
August
Gamescom (GC) 2005 Demo
The article mentions the use of a drill move, whether or not this was a cut move, a tentative title for the Ground Pound or simply the Drill Stomp (achieved by using Spin Blocks or entering Tornados in the final game is not known, although the latter is more likely.
Famitsu
Two articles in the magazine Famitsu cover New Super Mario Bros.
Article 1
This one mostly re-uses older screenshots, with a few exceptions. The DS Conference 2005 screenshot can also be found on the first page.
This screenshot shows an early design for the volcano levels. Later versions of the background, foreground and the tileset still exist in the final, but go unused. Volcano debris have almost completely different textures here.
Early | Final |
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This looks like part of 6-1 in the final. The volcano background could suggest that:
- This level was in World 4 or World 8 at some point.
- World 6 was a volcano world at some point.
- The volcano background was used as placeholder for the mountain background.
Also noticeable in this screenshot is that the Bullet Bills look slightly different. They are more grey and have black arms.
Early | Final |
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This screenshot shows an early version of the Mini Mario bonus room that appears in World 8-2 in the final, the background is yellow instead of green, the mini blocks are purple instead of brown, the big blocks are pink instead of light brown and the platforms have a different texture. It is the second bonus room that has moving platforms (the first being in World 6). And the second one with the 8-bit Mario sprite background that is part of a mostly unused group of backgrounds (the first being in World 2). This may be one of the earlier bonus rooms.
The apparent end of an underwater Mega Unagi level (or at least a section) doesn't resemble the end of either of the levels featuring the enemy in the final game (4-3 and 8-3). Although it most resembles 8-3 due to it having a a Mega Unagi that chases you.
If the Unagi did not stop moving forward at the end of the level (like in the final); it looks like Mario was about to get eaten, unless the player got in the pipe very quickly.
On a possibly unrelated note: both Mega Unagi levels have an invalid (or at least unknown) value set for Sprite Set 5, this isn't the case in most levels. 8-3 also has invalid (nonexistent) terrain tiles, another feature that distinguishes it.
Early | Final |
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Another early version of 3-1 that appears to have been taken after E3 2005, or is a mockup, due to the different background and the final version of the large Cheep Cheep. Of note is that the Cheep Cheep is moving upwards, something only Deep Cheeps (which only appear in 6-5) can do in the final.
These early screenshots show that originally, Blue Koopas could appear in normal levels. The Blue Shell can be obtained from them, like the final game, but, as seen in one of the screenshots above, the power-up is facing the screen, and no sparkles emerge from it (when it is dropped by a Blue Koopa).
This appears to be the underground section from the grassy level in the E3 2005 demo, just slightly updated, now with only one block, and two steep slopes connected to each other. The early underground background and tileset is used here.
What appears to be an early sky level. The background looks *very* different, but appears to be the first revision to use the mushroom platforms of the final.
An early version of the Mega Goomba fight. This screenshot appears to be taken during E3 2005.
Article 2
This one uses a lot more screenshots that were released March 13th, 2006.
A later version of 3-1, with the final's background. The only difference is the water visible at the top. Other screenshots include other sections of this level, and a few from 3-3.
A nearly finished 2-2. The final desert background is used, but the mushroom tileset is used instead of the yellow beach tileset. The background uses the yellow desert background instead of the blue one.
A mostly finished 1-2 that shows an earlier version of the underground tileset. The tileset was probably changed to fit better with the blue blocks. There's also a brick block behind Mario that isn't in the final.
An earlier version of 2-4 that's set in a grassland. Other screenshots include one of Mario kicking the Koopa shell, and another one in the area with the Hammer Bro.
An underground level. The tileset's color was changed to blue in the final game to fit better with the blue blocks, and the Buzzy Beetle has a much darker shell, making it much more closely resemble its' artwork than the final version.
Nintendo Dream
This screen shows that 2-4 was once an oasis like 2-2, or at least they marked it like that on the map.
This correlates with the existence of a screenshot showing the same block arrangements that appear in this level, in a grassland level.
The level does not have any desert-specific elements, other than the swelling ground - which supports the theory that this level may have existed in another world.
This screen shows Unused Level 5 in a later form. This shows that the level was removed after the desert tileset was changed to the final. Also notable is the Spiny, which uses the wrong sprite-set in the final.
A nearly finished World 4 Ghost House. The candle flame in the background is missing, and the "?" Block is a darker yellow instead of gray.
An early version of 3-B, with only green pipes, and with the desert background. This could mean that World 2 was going to have another extra level.
Early | Later | Final |
---|---|---|
Another screenshot of an early 6-1. This one has the final mountain background, but still uses the black volcano tileset.
An earlier version of 8-4, clearly proving the level was going to be in World 4, which makes sense as it's the world with the only other level with Scuttlebugs.
A sky level that resembles 1-3. This shows the larger mushrooms in the sky tileset were going to be used more commonly.
Famitsu 906
November
DS Conference 2005
A screenshot was released for DS Conference 2005, which was held on the 5th. It does not seem like a demo was playable.
2006
February
DS Conference 2006
Conference webpage image | Final |
---|---|
Gameplay Screen (top)
Level
- This section doesn't appear in the final. The block and bush arrangement and the position relative to the mid-point suggest it was an early version of the section with the Vine-containing block.
- The midway point is near the centre of the level, rather than near the end.
Visual
- The bush graphics are shiny, like in one of the Famitsu screenshots and in World 1's map in the final game.
Misc
- The midway marker is shown, yet Mario is before it.
Info Screen (bottom)
- The Coin and Timer icons have slightly different appearances and are centred.
- The Progress Bar marker for the Midway Point is a line, rather than a flag.
- The player icon on the progress bar is higher up than the final.
- The 'W' before the level number is a lower case 'w' in this version.
- Various elements are placed and sized differently in this version, such as the Lives counter which appears above the Star Coins rather then being at the top of the screen.
- The item storage only has one slot, but uses the graphics from earlier versions with three slots.
March
GDC 2006 Demo
June
Touch!-DS Site
The site once hosted four trailers for a nearly finished version of the game.
Audio
- Bahps are a bit distorted.
- Melody instrument is a bit shorter than in final.
- Mario doesn't have a sound after spinning off a Spin Block.
JP Site
The site hosts a few trailers for the game.
Audio
- Bahps are missing, but the orchestra hit is present.
Visual
- Completing a level still uses the old "MARIO/LUIGI CLEAR" from E3 2005 as opposed to the final "Course Clear".
May
US Manual V1
E3 2006
Trailer
Screenshots
NTR_SMarioBros_ss01.bmp | Final |
---|---|
Visual
- The player icon on the progress bar is higher up than the final.
- Red Koopa has a darker shell than the final (palette left unused in root/obj/nokonok0256_ncl.bin)
Misc
- Oddly, Mario has activated the midway flag, yet is behind its location.
- The player also seems to have gained a massive 0 points from smashing up the level.
02 | Final |
---|---|
Levels
- The world's first Toad House behind a Star Coin Sign is green instead of red, like in the final.
Visual
- Lines connecting locked worlds are blue and lines connected locked secret worlds are not dotted.
- Star Coin counter is on top-right instead of bottom-left like final.
Misc.
- Some points on the touchsceen's map overview are misplaced unlike the final.
- The Star Coin Signs were moved back and forth a bit, between the pre-release version and the final. The 2 boxes containing the map overview and the "World 1" text were moved up slightly for the final.
July
GDC 2007 Demo
http://www.1up.com/do/my1Up?publicUserId=5844217
NOM 96
Nintendo Fusion Tour (2006)
Floor demo, no known videos, images or text.
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