New Super Mario Bros [DS – Beta / Unused Stuff]

New Super Mario Bros [DS – Beta / Unused Stuff]

newsmbdslog.jpg

The working beta title for this game was Super Mario Bros. DS. Also, during early stages of production, Mega Goombas were going to be a generic species (the result of a Goomba colliding with a Super Mushroom and powering up) rather than an individual boss. (It is possible that other enemies were to be compatible with this situation, too, considering the giant enemies like Super Dry Bones and Super Piranha Plant that remain in the game in generic, already-large forms.)

There was also supposed to be a Mario and Luigi co-op mode at a time. Interestingly, an illustration of beta map icons still exists as a screenshot on page twelve of the final game’s manual. There were originally three item reserve spots rather than one. There also was an underwater stage which also featured Manta Ray in VS. Mode. Spindrift was also supposed to be in the game, but got replaced by the blue spinning platforms in World 1-3 and other levels.

In another image, it’s possible to obtain the Blue Shell by first defeating a Blue Koopa Troopa. Then when the player Ground Pounds on the shell, the player gets in the shell and becomes Shell Mario. This feature is removed possibly because the designers wanted a power-up that can be obtained from a ? Block, however it survives in Vs. Mode.

Mega Mushrooms were also originally intended to be red. The advertisement accenting the Vs. mode revealed some levels that were not available on the final release, including a desert stage, an underwater stage and a few others. The Mega Mushroom was going to look like a large Super Mushroom rather than a chubby-looking mushroom that was yellow with red spots. [Info from Mariowiki]

The e3 05 had starmen, backflips, wall kicks and ground pounds the co-op was more of a competitive race, in the multiplayer mode there were lightning bolts that shrink the other player (still a lightning sprite can be found in the ROM somewhere), there were blue blocks that, if hit by the player behind, it would warp back the player in the lead. The demo at e3 05 had Field, Desert and Fortress levels to play.

Also, some unused gears models were found by Tanks in the games’ code! Some more info cames from UltimatePisman on Youtube, that went to Gameplay/TMF Game Awards 2005 and played a beta demo of NSMB.

“I’ve played only one level, through (the grass level).

But it’s not that I can remember much. In the menu’s, I could choose between a grass level, dessert level and underground level. There was a Warp Pipe, which shot me out to the other half of the level. And if I go to the Warp Pipe, which leads me to the right, I had to ground pound a giant Goomba. After that was finished, I had to hang on the flag at the end, with a block on the bottom.

Then it said “Thanks for playing”. That’s all I can remember.

Maybe that was Fortress. Looked like the Underground on the Menu.

Oh, and one more thing. I now remember the dancing mushroom platforms. And that the Giant Goomba became giant while touching a mushroom. It looked indentical to this one!

Only the Mario Kart Music couldn’t be there, since MKDS was in final, back then.

That mushroom with the Giant Goomba, I tried to get it.

But it hides back into the block. That’s the reason why I had to ground pound it. That’s what I remember, but I’m not sure about it, through.”

Some more info on the beta differences can be found at Flying Omelette. Also, more info can be found in the early interviews:

  • When you collect 3 special mushrooms you turn giant
  • There were mini mushroom powerups in the beta
  • There were mushrooms that bend over depending on where you are standing on them maybe like the purple ones in the final version
  • There were trees like those mushrooms they bend over
  • There was a blue block when it gets hit by you it brings your oponent to your posistion
  • There were starmen you could get them by ducking near a pipe
  • There were lightning bolts that shrink the other player
  • The red rings are checkpoints not making red coins apear
  • Mega mushrooms have to be pumped out of ? blocks a few times to make them come out

Mariofanatic64 and Hiccup are working on a new a Beta Remake of New Super Mario Bros. Here are the features it will include:

The beta grassland and castle level from e3 2005 (see videos below)

The beta desert levels from e3 (see videos below)

Other beta levels based around screenshots

Beta Graphics

Beta sfx and music

You can check a video from this beta remake in here.

Thanks to FullMetalMC and Hiccup for the contributions and videos! Credit to Treeki and Sgaagar the Barbarian for their NSMB hacks!

Images:

Videos:

marios voice for jumping insted of sfx
differant backgrounds
differant ground ,blocks, pipes, coins, koopas, ? blocks, bricks, goombas
mega goomba boss goomba eats mushroom to grow
mario has his normal animations when he is mega(running and walking insted of stomping around)
bowser stands there and hes dead in one hit and in an overworld level

co-op
classic smb jumping sound
differant hud:
all hud is on bottom screen
progress bar is green, round, higher up, has flag icon for end of level insted of castle
three item slots
differant item slot powerup icons
old fashiond stop watch thing for timer icon

differant mario/luigi model
differant yelow wooden bricks
differant giant dry bones behaviour: the giant dy bones act like the small ones, they don’t need ground-pounding to be stund/brocken apart
coins don’t have ridges
lava is like the unused lava in the final game (in the unused/lost level)
? blocks are squarer
koopas darker
mushrooms are more spotty and squarer
blue rings [they are checkpoints]
pirana plants that are in pipes are bigger and stick out of the pipes more
pipes are smaller and the metal pipe joiner is squashed
sharks from final game have differant behavour
mega mushroom is bigger chubier wobaly and red
mega goombas as normal enemies
punching and kicking

differant castle background and tileset
differant grass background and tileset
differant desert background and tileset
differant cave background and tileset
differant underwater background and tileset

castle level looks simmilar to world 4 castle

classic smb jumping sound
empty ? blocks (? blocks after there hit) are yelow
no delay when you get a power up
phisics is differant (jumping + falling)
for the e3 demo there is no lives
! switches are big
platforms are differant (used in the final game once in turny platforms seen in this video as were in beta not unused)
! blocks (like from sm64)
doors are like the unused one in the final game (will be in my next nsmb unused/beta stuff video) (they make pipe sound in but not the final game)
differant boss room tileset
? switches are tiny and red
keys apear in the middle of the boss room (final game the key allways apears at the right)
? switch give you points and pops in a differant way and platforms oop differant when the key is got when they disapear
camera zooms in when key is got and boss defeating
mario does sumersult after getting key and defeating boss
mega mushrooms has to be pumped out of ? block a few times
kicking
mario can stomp run when he is mega
flag has empty block for base and red flag that faces right
camera zooms in when mario takes hat of at end of level
no castle
differant logo
differant sound effect for getting item out of item circles
blue ring [check points]

differant logo
says ‘MARIO START’
classic smb jumping sound
? blocks are squarer
coins have no ridges
mushrooms look differant
no power up delay
cannons blast higher
pipes look smaller
differant sound effect for getting item out of item circles
blue ring [check points]



Also, it appears that in some point of early development, NSMB could have been a 2.5d side scroller, much like Kirby 64, as 2 unused 3D models of a lift and Star Switch like the ones in Super Mario 64 DS, look awkward when seen in the view of normal NSMB levels. Either that, or they were meant for the world map.


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40 thoughts on “New Super Mario Bros [DS – Beta / Unused Stuff]

  1. Hiccup

    The e3 05 had starmen, backflips, wall kicks and ground pounds the co-op was more of a competitive race, in the multiplayer mode there were lightning bolts that shrink the other player (still a lightning sprite the rom somwhere) there were blue blocks that if hit by the person behind the person in the lead get sent back to them. The demo at e3 05 had Field, Desert and Fortress levels to play.
    (Unseen 64 when you add this in pleasemake it into a sentence)

    (from http://www.pressthebuttons.com/2005/05/inew_super_mari.html)

  2. Hiccup

    Tanks found it (credit please :D) I don’t think it was in the beta just he found it in the rom while hacking. It might have been in a level in one of the builds of the game and left in the final release. I think it could have been a prototype of the rolling spiked balls in the final game or part of some castle mechanism

  3. Hiccup

    Thanks, Here some info from UltimatePisman on Youtube he went to Gameplay/TMF Game Awards 2005.

    He said
    “I’ve played only one level, through (the grass level).

    But it’s not that I can remember much.
    In the menu’s, I could choose between a grass level, dessert level and underground level.
    There was a Warp Pipe, which shot me out to the other half of the level.
    And if I go to the Warp Pipe, which leads me to the right, I had to ground pound a giant Goomba.
    After that was finished, I had to hang on the flag at the end, with a block on the bottom.
    Then it said “Thanks for playing”.

    That’s all I can remember.

    Maybe that was Fortress.
    Looked like the Underground on the Menu.

    Oh, and one more thing.
    I now remember the dancing mushroom platforms.
    And that the Giant Goomba became giant while touching a mushroom.

    It looked indentical to this one!
    http://www.youtube.com/watch?v=c9r99rNi-6s
    Only the Mario Kart Music couldn’t be there, since MKDS was in final, back then.

    That mushroom with the Giant Goomba, I tried to get it.
    But it hides back into the block.
    That’s the reason why I had to ground pound it.

    That’s what I remember, but I’m not sure about it, through.”

  4. Hiccup

    Found this interview with sombody at nintnedo:
    When developing this game, I really had the original Super Mario Bros. in mind. After that game, Mario evolved, of course, but it eventually became more difficult and suited more toward hard-core gamers. That wasn’t the intention, but that’s how the series naturally evolved. I didn’t want to continue in that direction. That’s not to say this game isn’t for hard-core players, but I want to recapture the spirit of the original Super Mario Bros.”

    “In addition to the standard Super Mushroom, Fire Flower and those kinds of things, there are quite a few new items. There’s a mushroom that turns Mario tiny. Another kind of mushroom turns Mario into a giant if you collect three of them. There’s also a Koopa Mario; he wears a shell and can slide back and forth like a Koopa to hit enemies. We can’t reveal all of the new powerups at this time, however.”

    “The gameplay itself has a lot of replay value, I think. In addition, you won’t be able to save your progress from level to level; you’ll only be able to save when you reach the next world. So in that way, the game system is designed to challenge the player and encourage replay. Also, remember how in Super Mario 64 you needed to collect a certain number of stars to reach the next course? We’re doing something similar to that. There are also similarities to Super Mario World in that different branches exist to different levels. By completing some task, you’ll open a different branch

  5. Hiccup

    Info from this page:
    http://www.themushroomkingdom.net/e32k5_chupperson.shtml

    E3 2005: Chupperson
    TMK at E3 2005
    NEW Super Mario Bros.

    This is the game we’ve all been waiting for. A true new Mario sidescroller. In the two-player-simultaneous demo I played with Watoad, however, the control seemed a little loose for my taste (especially in a Mario sidescroller), but was still quite playable. From what I remember, the environment is more highly interactive than in previous sidescrolling titles, and reacts much more to your movements and actions, such as the mushrooms which tilt depending where you stand on them. The three vs. mode levels seemed rather low in difficulty also; there were very few pits in which to fall, and most of the terrain was easily crossed. Of course, these are just early demo levels.

    An interesting device of the vs. levels was a strange floating blue block. With it, you can bring your opponent to your location. This allowed Watoad to “pwn” me at this game when I accidentally brought him much closer to the goal.

    What I really like about this game is its near perfect blend of old and new game mechanics. Not only are there old-school power-ups like Mushrooms and Fire Flowers, but there are somersaults and backflips too. The only thing I found really odd is how you could apparently get a Starman at any time by ducking into a nearby pipe.

    All in all, this game should be on everyone’s “must play” list.

  6. Hiccup

    Info from here http://uk.ds.ign.com/articles/616/616760p1.html

    E3 2005: New Super Mario Bros. Impressions
    This Nintendo DS game’s got both single and multiplayer, and it’s pretty darn good.
    by IGN Staff
    LATEST IMAGES
    View all 118 images
    LATEST VIDEO
    View all 16 videos

    May 18, 2005 – The Nintendo DS will be host to the first official 2D Super Mario Bros. platformer. It was an exciting event, finally playing an official sequel more than a decade since the last one. Though its design doesn’t look like it’s going to be a true classic in this day and age, New Super Mario Bros. was still a lot of fun to play at E3, even if the new stuff has been done in past platformers.

    This time around, Mario romps through worlds that are both 2D and 3D in construction. The benefit here is, the designers can now create characters, enemies and objects with much more detailed animation than doing each one by hand.

    Because the designers are no longer limited to the rigid restrictions of tile based sprites and backgrounds, they’re free to explore new gameplay mechanics. Tree platforms teeter and fall over when Mario’s heavy butt lands on them. Mario can now grow to super gargantuan proportions and tear down level structures using nothing but his enormous body. The camera is more dynamic now, zooming in and out of the action depending on the situation at hand. New abilities include a butt-stomp that’s activated by pushing downward on the D-pad, a move that’s been done countless times before in other platformers but something new for Super Mario…at least in 2D fashion. He can also wall jump now to get up to those hard to reach ledges.

    The touch screen comes into use as the game’s score keeper and inventory control. Like Super Mario World and Super Mario Bros. 3, players can keep extra power-ups at the ready — in New Super Mario Bros., you can have three different ones, and each one can be activated by tapping on them with the touch screen. That’s pretty much the lower screen’s entire function, at least in the E3 demo.

    The game also features an extensive two player competition that puts the Nintendo DS’ wireless functions to use. In this mode, one player controls Mario, the other Luigi in a race through three different sidescrolling environments. There’s a lot of Mario Kart like tricks to pull on the other player, like picking up a lightning bolt that will shrink him super tiny. There are also blue blocks that, when hit, will bring the other player to your location — it’s a good thing if you’re behind, but if you’re way in the lead you can be screwed by the action. Rings keep track of players’ checkpoints just in case they die during the race, bringing them back to the last registered ring when it happens.

    The game plays really well, but even with the new graphical flair it seems a little on the “empty” side in places. Environments don’t seem as lively as past 2D Mario platformers due to the mishmash of 2D and 3D elements. The game still has a bit to go in development, so hopefully another few months in the oven will do the presentation good.

  7. Hiccup

    Info from here http://uk.gamespot.com/ds/action/supermariobrosds/news.html?sid=6125868&mode=previews

    New Super Mario Bros. E3 2005 Hands-On Report
    By Jeff Gerstmann, GameSpotPosted May 19, 2005 6:14 pm GMT

    It’s an all-new 2D Super Mario game. That should be enough to get you excited right there.

    New Super Mario Bros. is a polygonal game that is presented from the classic 2D side-scrolling perspective that made Nintendo a household name in the ’80s. But Mario’s learned quite a few new moves since those halcyon days, and now Nintendo’s bringing Mario’s 3D moves back to a 2D world in a game that, at least in the brief three-level demo being shown on the floor at E3, looks like a smashing success.

    The basics of New SMB stick close to the original games. You’ll do a lot of running to the right (though you’re free to run left at any point, if backtracking is your thing) and you’ll constantly be stomping on goombas and koopas. You’ll also encounter that punk Lakitu, who will do his thing by dropping spinys at you. About the only thing missing from the short demo at E3 were the Hammer Bros., though we’d be willing to bet that they show up eventually.

    While the basics may be similar, that doesn’t mean this is some sort of “classic” game. Mario also has a lot more moves than he’s had in any of his other 2D adventures. Most of these moves are moves that originated in 3D Mario games. You’ll be able to butt-stomp, backflip, and triangle jump off of walls. You’ll also encounter more power-ups, like a pump-up mushroom that you inflate by hitting a block over and over again. Once it’s at full size, grabbing it turns you into giant Mario, and at this point you’ll gain many of Mario’s punches and kicks from Super Mario 64. You’ll be able to absolutely crush regular enemies, and being as big as the screen lets you take on giant enemies on even terms. This is a temporary power-up, so you’ll need to act fast when you pick it up.

    The dual screens of the Nintendo DS are useful. The main action takes place on the top screen, and the bottom screen is usually used to store power-ups. Sort of like how you could store a backup mushroom or fire flower in Super Mario World, you can now store up to three items on the touch screen, and touching the items makes them drop into the world above. But since Mario’s world is filled with pipes, you’ll often be taking pipes underground, which transitions the action to the bottom screen. It’s a neat little trick that makes for a good use of the hardware.

    New SMB may be a 2D game, but the graphics in the game are polygonal and look absolutely great. Mario has always been an animated little dude, but now he’s looking more and more alive than he’s ever looked in 2D. He’s looking good, and the enemies look great, too.

    Though it’s only a demo with three levels to it, New Super Mario Bros. stands out as one of the strongest DS games on the show floor. Look for Mario to finally make his side-scrolling return later this year.

  8. Hiccup

    Info from http://uk.gamespot.com/ds/action/supermariobrosds/news.html?sid=6125216&mode=previews

    Super Mario Bros. DS E3 2005 Preshow Impressions
    By Avery Score, GameSpotPosted May 17, 2005 11:02 pm GMT

    We take a look at some Super Mario Bros. DS footage, and bring you our impressions.

    While Super Mario 64 remains one of the more popular DS titles, many purists maintain that Mario does best when restricted to frontal, planar space. Super Mario Bros. DS is still polygon-based, but it takes Mario back to his two-dimensional platforming roots. Wario World makes a convenient visual comparison, although Mario DS will hopefully qualitatively surpass that (merely fair) game. Most of our information thus far has been gleaned from the gameplay footage and developer interview videos located in our movie space.

    Super Mario Bros. DS appears to move much faster than previous 2D iterations. It’s almost as though the game has taken a late cue from a certain cobalt-blue rival. The old gameplay is intact, but it has been expanded to include jumps that originated with the three-dimensional Marios. Additionally, it seems that the mushroom-infused Mario can grow to monstrous sizes, and, with the aid of his Brobdingnagian legs, can run even faster than when he is his normal size. This looks a lot like Bowser’s ham-powered rampages in Paper Mario 2: The Thousand-Year Door. Interestingly enough, Mario DS’s goombas have been afforded the same growth ability and can use stray mushrooms for their own nefarious purposes.

    Our official gameplay footage opens with a white-suited Mario, hurling his fiery flower power at marauding goombas. Apart from their newfound mushroom powers, however, these creatures don’t appear to be especially more pernicious than in past years. Mario makes short work of these fiends, moving from left to right faster than an infomercial speed-reader.

    Super Mario Bros. DS doesn’t seem like it will make much use of the device’s stylus, although no one knows for sure at this point, as the game has not yet been seen in playable form. What’s clear is that Mario DS is both reminiscent of its NES progenitors, and it seeks to innovate within the context of that two-dimensional world.

  9. Hiccup

    Beta map icons in instruction booklet: http://www.mariowiki.com/images/e/e1/NSMB_Beta_Map.jpg

    Beta map icon textures (in the final games code): http://img684.imageshack.us/img684/1093/nsmbworlds.png

    In the final games code they are called:
    kinoko (w1 – Looks like Plains)
    desert (w2 – Looks like a Desert)
    water (w3 – Looks like a Beach Island)
    ancient (w4 – Looks like volcano mountain jungle world)
    ice (w5- Snowy icy)
    machine (w6 – Metal Fortress?)
    sky (w7 – Sky world)
    koppa (w8 – Bowser Creepy World?)

    and a unused jungle texture:
    http://img237.imageshack.us/img237/7323/jungle.png
    usable in game with sprite 155 (see Beta/Unused Stuff 2 Video)

    Beta NSMB Looks Awsome

  10. Hiccup

    The Mushroom Kingdoom Website has lots of beta images and info if you search new super mario bros in the search bar

  11. Hiccup

    The new info in the interviews:
    When you collect 3 special mushrooms you turn giant
    There were mini mushroom powerups in the beta
    There were mushrooms that bend over depending on where you are standing on them maybe like the purple ones in the final version
    There were trees like those mushrooms they bend over
    There was a blue block when it gets hit by you it brings your oponent to your posistion
    There were starmen you could get them by ducking near a pipe
    There were lightning bolts that shrink the other player
    The red rings are checkpoints not making red coins apear
    Mega mushrooms have to be pumped out of ? blocks a few times to make them come out

  12. Rhys

    i wonder why the koopas and goombas 3D models where replaced with sprites, maybe having to many 3D models would make levels load slow…

    Can ANYONE explaine the bowser at the end of the meg mario at night level? Why would mario just run and the jump on bowser randomly, was it a Test demo?

  13. Luigionos

    When I saw the description of the lucaPM version of NEW super mario bros ds beta, there was this little text (from http://www.unseen64.net/2008/09/06/projects-a-new-beta-remake-new-super-mario-bros-ds/):

    “LucaPM was working on a “beta-hack” to restore more removed stuff from the game. The beta revival would have had all the secret levels playable plus some more from the early Mario Bros DS tech demo and the E3 beta version, the removed “traditional” 2 Players mode in the levels and mega goombas.”

    I have the lucaPM version (I think I have it -.-), but there´s no co-op!!! I think, i have an other version of beta hack, or?

  14. Luigionos

    I can´t believe it!!! Im from Germany. There is a big Internet-Shopping Community with ´s called “Weltbild”. There are some pictures from “New Super Mario Bros. DS”. And they were so silly, they put some Beta Stuff in it!!! The link for the pictures:

    http://www.weltbild.de/3/13774670-1/nintendo-ds/new-super-mario-bros.html

    And you only have to lock bottom screen, there you can scroll a view pictures. There are the beta pictures!

    p.s. sorry for my bad english :(

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