Mario

Super Mario Sunshine [Beta / Test Room / Unused Stuff – GameCube]

Among the first Gamecube games revealed at Space World 2001, along with Zelda: Wind Waker, was a new Mario. In the presented video, Mario seems to stop to rest in the shade of a tree – that combined with the new sun/water HUD led many fans to believe the HUD was a thermometer that could detect real world temperature and report when the player should take a break. This was wild speculation. Now that we have all played the final game, it is clear that the HUD simply states the amount of liquid present in the “spray”.

After playing the final version of Mario Sunshine you may notice that this early beta shows a level that was not used in the final game. The city in the beta was probably just a test-level to try all the new elements: cables, swimming pools, spots to clean, balls (later become fruit), palms, new enemies and other objects that appeared in different areas throughout the game.

English translation by 8PM – Thanks to Jay for the english corrections!

The beta also reveals that humans were initially intended to be citizens of the plaza. FLUDD was going to be skinnier and Gooper Blooper was going to be dark blue and fought on top of the bridges of Ricco Harbor instead of in the market and helicopter area. There were some abandoned sprites as well, including Yoshi vomiting any water he may have swallowed.

There was also going to be a brown Pokey, and they were going to have white flowers. A test level is playable through an Action Replay. There the player can see Rock Blocks that were edited out, possibly in favor of Watermelons. Also, a small book can be found in an alcove of a cave in the bottom of the bottle in Noki Bay’s third episode. In one of the screens, Mario stands with Boos in the background, but their models are completely different. [Infos from Mariowiki]

In December 2009, Zeek from the X-Cult Forum posted some interesting models that are hidden the code, but unused in the final game, as a skull mask, the big beta enemy from the Space World video, called the Tramplin’ Stu, and a cardboard box with a “goal” text on it. As we can read at Rusted Logic Wiki, Super Mario Sunshine contains a test level which can be accessed with the Action Replay code JKGN-DDJZ-D58XJ FYUM-N4P3-QJUPC. A Tramplin’ Stu is in the test level, but it’s graphics are screwed up.

There is an enemy in the test level called “Hinokuri” that spawns, walks into a pit, then walks through a wall and disappears. You can kill it, and it drops a coin. This was probably a test enemy. This is the same enemy that was shown stomping around in early Super Mario Sunshine footage. One of the models in the game and its accompanying animations imply that some versions would have worn a large skull helmet.

Hinokuri spawns two types of enemies, dubbed “Swoopin’ Stu” and “Strollin’ Stu”, from a cone-like nozzle on its back end. One of these two enemies is spawned before the creature walks away. Swoopin’ Stus are spawned via a striped egg, while Strollin’ Stus simply appear.

Goomther noted that the model has a special property, which prevents the Tramplin’ Stu from displaying properly in both the test level and in model viewers.

italian_flag.jpg [spoiler /Clicca qui per la versione in Italiano/ /Nascondi la versione in Italiano/]Il primo video del gioco apparve insieme a quello di Wind Waker allo Space World del 2001, e indubbiamente lasciava presagire molte novità. Se il logo in basso a sinistra infatti stava a segnalare con ogni probabilità il numero di stelle (o chi per loro) raccolte, quello in alto destra era del tutto ignoto al pubblico. Il contorno con dei raggi di sole e l’acqua nel mezzo, unito al fatto che Mario durante il video sembrava fermarsi a riposare all’ombra di un albero, indusse molti a pensare che fosse una sorta di termometro capace di rilevare la temperatura dell’ambiente e segnalare conseguentemente all’idraulico il momento in cui si sarebbe dovuto riposare e rifocillare. Pura fantasia, poiché, visto il risultato finale, è evidente che quel logo indicava semplicemente la quantità di liquido presente nello ‘spruzzino’ di Mario.

Ora che è uscito il gioco non possiamo far altro che notare che questa demo non mostrava un livello vero e proprio, nemmeno la città di Delfinia, ma piuttosto un contenitore dove testare i nuovi elementi inseriti in Mario Sunshine: cavi, piscine (le fasi in acqua hanno un controllo molto diverso rispetto a quelle di Mario 64), macchie da pulire, indigeni, palloni (poi divenuti frutti – da segnalare che nel 2002 si disputarono i mondiali di calcio in Giappone), palme, nuovi nemici e altri oggetti apparsi poi in diverse zone nella versione definitiva.[/spoiler]

[Thanks to sba sb3002 for some of these images!]

Images:

Videos:

Super Mario Sunshine Spaceworld 2001 Trailer

 

Super Mario World [Beta / Unused – SNES]

The formula setup by Super Mario Bros. 3 established the foundations for the SNES successor Super Mario World. Thanks to these uncovered beta photographs, the evolutionary connections from Super Mario Bros. 3 to Super Mario World are a bit more apparent. Interesting enough is that “World” once started out as simply Super Mario Bros. 4. Its “World” subtitle did not come development had actually progressed into planning and pre-production stages.

The images in this article represent a starting point as Nintendo journeyed from Super Mario Bros. 3 on the NES to what would eventually become World. The structure of the geography, different icons, alternative floor on the castle entrance and castle texture, the flying fortresses and even mushroom houses show some serious evolutionary ties to its Mario Bros. 3 roots.

[Original description in italian by Sig. Bakke, english translation by MajorTom]

Would you like to play the Super Mario World beta? Check our Super Mario World Beta Remake Project!

Images:

Test map e Unused Characters from: www.themushroomkingdom.net

Thereʼs very little to say regarding the over world map. The beta version seems to have accommodated a much smaller adventure than what was produced in the final version. In this article, there are two opening screens. One of which shows “Super Mario World” against a “beta” world map. This opening showed a very muted color scheme and a 1989 copyright date. This opening screen could have been one of the earliest known builds Nintendo made during its transition from the NES to SNES hardware. The second title screen does not show any copyright date but what is notably different from the final version is that Nintendo excluded “Super Mario Bros” from the title in the final build.

On screen elements during game play have changed. Notably, there used to be Yoshi sign that disallowed the usage of a Yoshi (or specific colored Yoshi) after the player walked past that sign. Signs similar to these would reappear in the semi-sequel Yoshiʼs Island (with signs limiting Yoshiʼs power-up as it walks past them). In the Donkey Kong Country 2 & 3 games (which share various similarities with SMW), silimar signs appear for animal buddies – a possible influence for Rare.

Other small differences to note are beta sprites. Mario and the Koopas look slightly different from how they turned out in the final release. Mario tends to look more like his “Mario All-Stars” Super Mario Bros. 3 counterpart. The Koopa shells have a more rounded look to them. Some coins also had a look slightly larger and more oval (maybe they were a beta version of the Yoshi’s coin).

Raccoon Mario, who debuted in Super Mario Bros. 3, was either a place holder for the eventual cape/feather power-up or the concept of Cape Mario never came to fruition until much later in development. For a time, the leaf and resulting Raccoon Mario may have been the “de-facto” flying power-up for Mario in “World”. There are many screenshots that show Raccoon Mario in various parts of the game. For readers that frequent Unseen 64, you might want to check out the “SNES Hardware Test” in the SNES section. One specific image from that section has a Mario sprite that appears to be from “World” but with what appears to be ears on top of his head that look VERY similar to the raccoon ears similar to those in Super Mario Bros. 3 and beta shots of “World”.

As Sammy has noticed, there was a Sears commercial that showed 3 Super Nintendo games; they were Super Mario World, F-Zero, and Pilotwings. On that commercial, it showed the title for SMW but with a little difference. Right next to the little beta “Super Mario Bros.” text of the beta title, there was a blue “4″ on the right of the text. You can check the video below thanks to Youssef!

Thanks to Jamie and Assjerk for the contributions!

 

Video:

 

Super Mario Bros 3 [NES – Beta / Concept / Unused]

There were going to be two new enemies called Gold Cheep Cheep (a golden version of a Cheep-Cheep), and Green Parabeetles (green colored Parabeetles). The Gold Cheep Cheeps would come in groups and swim faster than regular Cheep-Cheeps and the Green Parabeetle is a green Parabeetle that flies faster than normal ones. The game coding reveals an item-sized Toad icon among some of the game’s suits; this is interpreted by several as a sort of “Toad Suit”, although it makes no changes to gameplay when granted to Mario. This is likely due to it being scrapped early and never given any purpose. Designers also considered a power-up to turn Mario into a Centaur (half-man, half-horse), although this was rejected (Tilden 1990, 21).

Koopa Troopas and and Hammer Bros. were going to host the mini-games. They were replaced by Toad. However, it could also be possible that they were all around at the same time, but all got scrapped except for one due to memory size. There were also different kinds of mini-games, similar to the ones in New Super Mario Bros..

Finally, fifteen extra levels exist within the coding of Super Mario Bros. 3. Some of these are strange and unique, while others bear much resemblance to levels in the final version and were very likely redone as those. Also, the back of the box of some copies of Super Mario Bros. 3 depicts Mario traversing a hilly grassland stage with tons of Parabeetles and two Note Blocks about. This particular stage is not any of the lost ones present on the cartridge, nor is it in the final game. It could even be a press mock-up from Nintendo. Reports say it might be in the Japanese version either hidden ingame or in code, but there is no proof of it’s existance on the American Version. The “special” boxes also feature a beta map of Grass Land. [Info from Mariowiki]

In december 2008, Linkin800 found some unused sprites in the game code and posted them in the Mushroom Kingdom Forum:

I found some unused Mario overworld sprites.

It seems like Nintendo was originaly going to have it so that mario could walk in all derictions instead of just facing the screen all the time.

some beta buildings I found. (palletes could be wrong): the first one looks like some kind of wooden toy block fortress thing, the second im not sure what it is and the last one looks like a factory to me, or it could be a beta fortress, the thing underneath the 3rd building is it crushed after you beat the level.

I also found something small but intresting. (palletes are also wrong) its the mario that appears in mini games, but there are 2 bodys found in the game, one is fatter then the other, the fat body is used in the game but the skinny one isn’t, I think originaly Nintendo was going to make a diffrent sprite for luigi but never did, not sure.

 

Thanks to Linkin800, Keith Sass, Inferno and Luiszena for some of these images!

Images:

Videos:

This Famimaga video shows the various differences of this early version to the final that the annotations go over. For one, none of the levels are recognizable (except perhaps one particular part), and the HUD is different.

 

Super Princess Peach [DS – Beta / Unused Sprites]

Super Princess Peach is a platform game developed by Nintendo SPD and TOSE and published by Nintendo for the Nintendo DS in 2005 / 2006. In the gallery below you can see an early version of the Princess Peach, when it almost looked like a GBA game. It’s possible that the project started on the GBA, but it was later ported to the “new” console.

The Koopalings were originally going to be in the game, but were taken out for unknown reasons. All of the Koopalings’ lost sprites have been discovered by now. Oddly enough, Morton’s sprites were spread around the internet long before those of his siblings. Also, Roy was given a green shell instead of a pink shell. This may have been either a design change or a mistake.

Lost sprites of Glad and Calm Goombas have also recently been discovered. In the game, only Mad and Sad variants appeared. The Glad Goomba (which was a bronze or yellow color), based on its sprite, could be able to bounce or dance around (as the glossary says most Glad Enemies do), and the Calm one (which was green and rather sickly-looking), based on the Calm Enemies, it would probably be sleeping and act like a normal Goomba when Peach is too fast.

A very early screenshot shows the “Peach’s face” screen, which ended up on the bottom screen, to be on the top screen and totally devoid of Heart Panels and also having a bright green, solid background and a different design for Peach. The fact that the Heart Panels, which were used to change Vibes in the final game, are lacking from this screenshot suggests that Super Princess Peach was once planned to not use Vibes and be a more average side-scroller. [Info from Mario Wiki]

Ragey from RandomHooHaas.com managed to make a cheat to warp to some test levels, but it would only work using an emulator with Cheat Engine, an external hacking program, attached to it. Goomther managed to get there using the same method, and even provided video footage of the levels in action.

Images:

Videos: