If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Prerelease:New Super Mario Bros./2005

From The Cutting Room Floor
Jump to navigation Jump to search

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

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.
  • Mario uses the same blockier model from Super Mario 64 DS instead of the updated version seen in the E3 2004 build and the final game.

Objects

  • The Spindrift from Super Mario 64 DS can be seen, and so can the Manta Ray.
  • The Goombas now use 2D graphics.
Videos

Player

  • Invincible players have a different rainbow effect.

Audio

  • Trailer music an early version of the main Mario vs. Luigi theme, that is leftover (with a few small differences) in the final game.
  • The wall jump sound is the same as the jump sound.
  • The stomp sound is the "defeat enemy" sound from SM64DS.

Objects

  • There is a thin variation of the tilting mushroom.
  • The Big Dry Bones can be dismantled with just a stomp - no need for a ground-pound like in the final game.
  • The flagpole has multiple differences
    • The flag is red, something only reserved for flags with secret exits in the final.
    • There is no end castle.
    • The flag faces right
    • The base of the flagpole is a used block, rather than a unique 2x2 base object.
  • Spindrift's behaviour is seen towards the end of the trailer - it propels Mario into the air like in SM64DS. It was probably replaced with the Spin Block.

Field level

NSMB-prerelease-e3 2005 trailer-field level-1.png

Desert level

NSMB-prerelease-e3 2005 trailer-desert level-1.png

Demo
Blank.png
Demo

June

Miyamoto interview

https://web.archive.org/web/20060107190104/http://www.wired.com/news/games/0,2101,67854,00.html?tw=wn_tophead_2

Post-E3 Games Tour

This was actually multiple events in different places:

  • Cosmo Hotel Palace, Cinisello Balsamo MI, Italy (src: Digilander)
  • Nintendo of Europe, Grossostheim, Germany (src: Nintendo DS-Universe, Mag64)
  • Soho Lounge, Soho, London (src: N-Europe, IGN)

See the E3 2005 demo section.

August

Games Convention 2005

The following media was released for/playable at Games Convention 2005, which was held from Aug. 17th to 21st.

Demo

See E3 2005 demo section.

Screenshots

Hmmm...
To do:
Get news website reference(s)

[1]

Press release

Hmmm...
To do:
Find content from CD
Hmmm...
To do:
https://web.archive.org/web/20120526033558/http://nintendods.gaming-universe.de/news/440.html

October

Nintendo Power 196

NSMB-prerelease-Nintendo Power 196-screenshot 1.png NSMB-prerelease-Nintendo Power 196-screenshot 2.png NSMB-prerelease-Nintendo Power 196-screenshot 3.png

October - Nintendo Power volume 196 released. Has preview with new screenshots. Despite seemingly being first released in October, these screenshots are in fact from a build identical or close to the E3 2005 trailer build - notice the early checkpoint ring appearance and the different coin circle.



(discovery: RoboBadnik)
(original scan: Free Game Manuals)
(better scan: E-Day)

DS Conference 2005

Hmmm...
To do:
Was a video shown, like in DS Conference 2006?

A screenshot was released for DS Conference 2005, which was held on the 5th. It does not seem like a demo was playable.[2][3][4][5]

NSMB-Pre-DSCnfrnc2005 ReleasedImage-ds scr11.jpg

Micromania Game Show

Took place on October 21st in Hall 8, Parc des Expositions, Paris.

Demo

See E3 2005 demo section.

November

Famitsu

Hmmm...
To do:
Analyse/summarise new bits of info gleaned the translation and add new Famitsu scans

Seems to be the 18th November 2005 issue, as this page lists NSMB.

Translation by Ladios: File:NSMB-prerelease-Famitsu November-Translation.pdf

The DS Conference 2005 screenshot can also be found on the first page.

NSMB-prerelease-Famitsu November-screenshot 1.png

The Mega Goomba boss room, seemingly from the E3 2005 demo, featuring the same early boss room tileset, early castle backgrounds, early platforms, and early button, a 3D model rather than just a 2D sprite.


NSMB-prerelease-Famitsu November-screenshot 2.png

The apparent end of this underwater Mega Unagi section doesn't much resemble any part of either of the levels featuring the enemy in the final game (4-3 and 8-3). 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.


NSMB-prerelease-Famitsu November-screenshot 3.png

This screenshot shows an early design for the volcano levels. Revised versions of this early background, foreground, and tileset still exist in the final, but go unused.


Early Final
NSMB-prerelease-Famitsu November-screenshot 4.png NSMB-comparision-minibonus 8-2.png

This screenshot shows an early version of the Mini Mario bonus room that appears in World 8-2 in the final. 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.


NSMB-prerelease-Famitsu November-screenshot 5.png

This screenshot shows an early sky level, that at this point in time was using the final mushroom platforms. It also shows early sky backgrounds, one of which has part of it left unused in the final cut. There's also an early version of the wireless indicator icon.

E3 2005 Trailer Famitsu November 2005
NSMB-prerelease-E3 2005 trailer-underground level.png NSMB-prerelease-Famitsu November-screenshot 6.png

Another screenshot shows the underground section with a layout more similar to the E3 demo's layout rather than the trailer's layout. Pipe Piranha Plants are shown here and are about 2 times bigger than the final ones. The early wireless indicator icon can be seen here too.


NSMB-prerelease-Famitsu November-screenshot 7.png NSMB-prerelease-Famitsu November-screenshot 8.png NSMB-prerelease-Famitsu November-screenshot 9.png NSMB-prerelease-Famitsu November-screenshot 10.png

A few screenshots demonstrating the Blue Shell power up, in what seems to be an introduction level for the power up, like 1-4 is to the mini mushroom. In this version of the game, blue Koopas went into their shells like the red and green variants, instead of just spawning the power up. To get said power up, you would've had to groundpound the koopa/shell.


Gamekyo Screenshot Touch-DS Screenshot
NSMB-prerelease-Gamekyo-screenshot.jpg NSMB-prerelease-Touch DS-screenshot.png

Two more screenshots of the same grassland screenshot where blue shell Mario stands idle, one of the whole scene and the other showing parts of the early big bush and background in better quality.


NSMB-prerelease-Famitsu November-screenshot 11.png

An underwater stage, featuring a lot of early tiles, backgrounds, and Cheep Cheep behaviors. The smaller Cheep Cheep is moving up and down, instead of straight. The only instance this behavior is in the final is the 2-4 sub-area, but only with the coin trailing Cheep Cheep.


Early Final
NSMB-prerelease-Famitsu November-screenshot 12.png NSMB-Famitsu1 Mountain Compare.png

This looks like part of 6-1 in the final. The volcano background could suggest that:

  • This level was in World 4 (when it had a volcano) or World 8 at some point.
  • World 6 was a volcano world at some point.
  • The volcano background was used as a placeholder for the mountain background.


[6] [7] [8] [9] [10]

Gameplay

This event was also referred to as "Power Unlimited Gameplay"/"PU Gameplay" or "GameXpo" as it was sponsored by Power Unlimited and GameXpo. It took place during the HCC-dagen event, so may also be referred to by some as part of that event. The TMF Game Awards 2005 also took place at this event.[11][12][13]

Demo

See E3 2005 demo section.[14][15]<ref>http://archief.xboxworld.nl/news/7451/<ref>

References