Prerelease:New Super Mario Bros.

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This page details prerelease versions of New Super Mario Bros..
Notes
Hmmm...
To do:
...

General:

  • Finish comparisons
  • Scan any manuals or strategy guides that have prerelease stuff in!
  • This should preferably be split up by date like this.
(High quality versions of nearly every press image: The Mushroom Kingdom)

todo:
divide into sections:

Development Timeline[edit]

  • 2004
    • xxxx
  • 2005
    • xxxx
  • 2006
    • xxxx

Planet Gamecube Preview[edit]

A short gameplay clip showed what's listed as a new Super Mario Bros. game for the DS in glorious 2.5D. The footage included several of the classic elements which helped make Mario the game industry's leading man. The clip opens on old-school Fireball Mario, looking better than ever, as he takes out goombas with the greatest of ease. Mario returns to breaking blocks, collecting coins and hopping down suspicious pipes in what one can only assume is an attmept to save the princess. In addition to the standard jump everyone loves, he also has a nifty backflip jump. In one section, Mario grows to gigantic proportions allowing him to simply run over enemies including his arch-nemesis Bowser. Of course, Bowser isn't without a new trick or two, as the clip shows him running through a level Mario-style and even jumping on top of the flag pole at the end. Rest assured, we'll be watching this one very closely.
(Source: {{{1}}})

E3 2004 Trailer[edit]

Level

  • 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.

Audio

  • No music plays.
  • Mario speaks when performing normal jumps like 3D games.
  • Mario uses different voice clips taken from Super Mario Sunshine.
  • Different sound effects play when hitting blocks, shooting fireballs, when fireballs burst, enemies are attacked and when bricks are broken.

Visual

  • No HUD is present (on the top screen at least).
  • 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.


Gameplay

  • Mario's physics are looser and slightly buggy.
  • He can perform triple jumps with much less speed and movement distance than the final game.
  • He can perform backflips like in Super Mario 64 DS.
  • The ? Blocks do anything when hit.
  • 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)
    • can perform jumps other than the standard jump (in this case, a backflip as seen earlier).


E3 2004 Screenshots[edit]

  • 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.

E3 2005 Screenshots[edit]

NSMB Pre E3 2005 9.png

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.

Post E3 Games Tour Event 2005 some-kind-of Demo[edit]

Unknown 2005 kiosk demo footage by Samy Zakari 1[edit]

Environment
Boss Room

  • 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.

Visual

  • Mario performs a backflip before doing his victory pose.

E3 2005 Trailer[edit]

Level

  • A fourth area is shown, most likely an early version of 3-1 which contains Sushi.

Audio

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.

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 using a Spin Block.

GamingXP Expo 2005 floor demo footage by Canal de pelayo - New Super Mario Bros[edit]

Level

  • This area resembles both 2-1, 2-2, 6-A in the final.
  • This area still exists filesystem. The fact the level still works with the final desert tileset was just redrawn, or the level was scrapped after the tileset change.

Audio

  • Lakitu doesn't have a throwing sound.

Games Convention 2005[edit]

http://www.nintendo2000.de/forum/viewtopic.php?f=1&t=14545&start=150 http://www.hiphop-universe.com/underground/new-amsterdam-cafe/225-nintendo-ds-super-mario-bros-nintendo-ds.html http://uk.ign.com/articles/2005/08/18/gc-2005-new-super-mario-bros-hands-on

E3 2005 Demo[edit]

Hmmm...
To do:
...

Nintendo Power 196[edit]

[platforms]


[whomp]
The caption under this picture incorrectly claimed the game had a "co-op" mode.


[desert]



(Source: scan via RoboBadnik of VGFacts via Free Game Manuals)

Famitsu 2005 (unknown)[edit]

Cacti can't speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please submit a translation! Here are some notes:
see source/s, please write translations over image/s using image editor

Two articles in the magazine Famitsu cover New Super Mario Bros.

Article 1

This one mostly re-uses older screenshots, with a few exceptions.

NSMB-Pre Famitsu1 volcano.jpg

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.

Early Final
NSMB-Pre Famitsu1 mountain.jpg 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 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.
Early Final
NSMB-Pre Famitsu1 mini room.jpg 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 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-Pre-Famitsu1 Unagi.jpg
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 8-4 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 is most levels.

(Source: [9], [10])

DS Conference 2005 screenshot[edit]

NSMB-Pre-DS Conference 2005 Screenshot.jpg

Nintendo Dream (gamekyo filename 224)[edit]

Cacti can't speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please submit a translation! Here are some notes:
see source/s, please write translations over image/s using image editor
Hmmm...
To do:
...
Nsmb-Prerelease unuseddesert.jpg

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.

Nsmb-Prerelease Ghosthouse.jpg

A nearly finished Ghost House level. The candle flame in the background is missing, and the "?" Block is a darker yellow instead of gray.

Nsmb-Prerelease Pipedesert.jpg

An early version of 3-B, with only green pipes, and with a desert background. This could mean that World 2 was going to have another extra level [or a desert bonus in another world]


Nintendo Dream (gamekyo filename 427)[edit]

What's grass doing here?

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 with another theme/in another world.

{{todo|1= ...

Famitsu 2006 (unknown)[edit]

Cacti can't speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please submit a translation!


Magazine A (unknown)[edit]

Cacti can't speak Japanese.
...But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please submit a translation!

Magazine B (unknown)[edit]

Famitsu - March 2006[edit]

DS Conference 2006 Website[edit]

NSMB-Pre Nintendo DS Conference 2006 Website Image s94.jpg

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 (diamond background)" 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.
  • The item storage only has one slot, but uses the graphics from earlier versions with three slots.

DS Conference 2006 Video[edit]

NSMB-Pre-DSConfrnc2006 Offscreen nin21.jpg NSMB-Pre-DS Conference 2006 trendy.nikkeibp.co.jp photo-cropped.jpg

Touch!-DS Site[edit]

Gameimg.jpg cropped.png

xxxx


Action.jpg cropped to left screen.png

xxxx


Item1 img.gif cropped to right two screens.png

xxxx


Action.jpg cropped to second from right screen.png

xxxx


Action.jpg cropped to right screen.png

xxxx


Japanese Offical Website[edit]

Hmmm...
To do:
https://www.nintendo.co.jp/ds/a2dj/newmario/
Corse 05.jpg

xxxx


Gimmick ss 03.jpg

xxxx


Gimmick ss 04.jpg

xxxx


Gimmick ss 06.jpg

xxxx

Original US Manual p1[edit]

[img (two available are low quality)]

Nintendo Power 202[edit]

Nintendo Power 203[edit]

E3 2006 Screenshots[edit]

NTR_SMarioBros_ss01.bmp Final
NSMB-Prerelease-E3 2006 Image 1.png to do

Level

  • The patch of mushrooms on the ground moved a block to the right in the final.

Visual

  • The Coin and Timer icons have slightly different appearances.
  • The Midway Point Flag has a stand, like in the sequals.
  • The player icon on the progress bar is higher up than the final.
  • The streak behind the lives HUD is a different shape.

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
NSMB-Prerelease-E3 2006 Image 2.png NSMB-E3K6 2-Final Equivilent.png

Levels

  • The world's first Toad House behind a Star Coin Sign is green in instead of red, like in the final.

Visual

  • Lines connecting worlds are blue. Also, the lines that connect locked worlds are not dotted.
  • The Star Coin counter has a slightly difference appearence and is on the top-right.

Misc

  • Some points on the touchsceen's map overview are misplaced unlike final.
  • The Star Coin Signs were moved back and forth a bit, between the prerelease version and the final. The 2 boxes containing the map overview and the "World 1" text were moved up slightly for the final.


(Source: Information, E3 2006 Disc)

'Manual US V1'[edit]

Hmmm...
To do:
Scan.

GDC 2007 Demo[edit]

Hmmm...
To do:
...

Unknown Date[edit]

NOM 96 - Screenshots[edit]

Hmmm...
To do:
...

NOM 96 - Interview[edit]

Hmmm...
To do:
...

Future's Game Guide[edit]

p120[edit]

Hmmm...
To do:
...
  • Upload cropped scans

Both-Screen Screenshots
Visual

  • The Big Star progress bar icon is sligtly different?

Misc

  • There is no wireless icon.

One-Screen Screenshots
Misc

  • The wireless icon is on the gameplay screen.

Eurogamer "New Super Mario Bros. dated" Article[edit]

Rather like the "New Surgery" I lived in a flat above 22 years ago, take a look at New Super Mario Bros. today and you'll be able to bask in the warm familiarity of its locations, characters and atmosphere, except everything will be fatter and more up to date.

Speaking of which, Nintendo has leapt into our inboxes AGAIN this week to tell us that the game whose name they're trying to make us capitalise is due out in "early summer" in Europe.

That'll come as a bit of a blow to those of you who'd been hoping for a release around the same time as the US version, which is out on May 7th. But what with DS games working regardless of region you can always spend a few extra quid importing it.

As to why you should - it's the first proper 2D handheld Mario game that Nintendo's made afresh in ages, after the GBA brought us almost nothing but recycled 8- and 16-bit platformers.

This one will bring us a range of new worlds done in lovely, Mario Bros.-style 2D with big bulging 3D characters, and on the gameplay front we can expect the DS's relatively powerful hardware to give us all sorts of entertaining sights and sounds the NES and SNESerati couldn't experience, while the brothers themselves have gained new abilities like a triple-jump and a wall jump.

There'll be more though, obviously, including new power-ups, and four-player multiplayer options on specially designed stages, where players compete for stars or go at it in touch-screen mini-games using DS Download Play.

We'll bring you out thoughts on NSMB as soon as we can. Given that it's out around the time we'll be over in the States for E3, we'll probably pick it up and hide in hotel rooms playing it instead of going out. It's the way we are. [You thought I was going to let you go outside? - Ed]

Unknown November 2005 Famitsu Issue[edit]

Eurogamer Preview (28 June 2005)[edit]

(Source: [11])