The working title for this game was Super Mario 64×4. Also, several beta screenshots were released for the game. Originally, all four characters could fight Bowser at the same time, and fly. This feature was removed, as the four characters can only fight Bowser by their own (with Yoshi utilizing hats to be able to swing Bowser).
Also at E3 2004, there was a demo called Mario’s Face, where the user could use the stylus to mess around with Mario or Wario’s face, and have them be 3D or outlined like a cartoon. This could have possibly been the beta Mario Mini for Super Mario 64 DS. The caps the player uses were originally enclosed in boxes labeled M, L, and W. The boxes can still be found in the test level.
Also, early screenshots depicted Wario with his original long shirt sleves before adopting the shorter ones for the final product. The game was also originally was supposed to have a co-op mode but was canned probably due to memory constraints. [Info from Mariowiki]
An unused Red Koopa model was found in the game’s code with some cheats.
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.
Originally, the main character was an ostrich suffering from mental imbalance and multiple personalities. Tim Schafer killed the idea because he strongly believes in games being “wish fulfillments,” guessing that not many people fantasize about being an insane ostrich. Raz was originally named Dart and it had many different design before the final one. Even the Censors were different, with a more “green monsters” look. The HUD, the Menù, the Psi Challenge Markers and the Telekinesis style were changed too. Some “brains” were in different positions in the beta version, as the one at the top of the wall in front of the asylum. The Milla’s Lab does not exist in the final game.
Tim Schafer first conceived the idea for Psychonauts while working on Full Throttle, which originally was to have an interactive peyote trip sequence. The idea was deemed unsuitable for a family-friendly game, but it led to Schafer’s desire to do a game featuring psychological trips or interactive dream sequences. – [Info from Wikipedia]
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.
[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]
Kameo was originally slated for the Nintendo Gamecube and was set to be one of Rare’s flagship titles for the system, along with Star Fox Adventures and Donkey Kong Racing. However, when Microsoft announced its purchase of Rare in late 2002, Kameo’s future was put in question. It was decided that work would continue on the Xbox, and a planned release date of 2003 was given. After several revamps, causing repeated delays, Kameo was put on indefinite hold in late 2004. Following this, rumours began that the game was once again undergoing a platform change, this time from the Xbox to the Xbox 360, where it was finally released as a launch title. – [info from Wikipedia]
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