Prerelease:New Super Mario Bros.

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This page details prerelease versions of New Super Mario Bros..


To do:


  • 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)

divide into sections:

Development Timeline[edit]

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

E3 2004 Trailer[edit]


  • No HUD is present (on the top screen at least).
  • None of these tilesets and backgrounds appear in the final game.
  • No music plays.


  • Physics are looser and slightly buggy.
  • Uses different animations, reminiscent of ones in Super Mario 64 DS.
  • Can perform triple jumps without much speed, like in SM64DS.
  • Can sideflip.
  • Mega player
    • grows without touching a Mega Mushroom
    • can run. This ability is re-introduced in NSMB2.
    • isn't just limited to the standard jump - he can sideflip.
  • Speaks when performing normal jumps like 3D games.
  • Uses different voice clips.
  • Different sound effects are used for shooting fireballs and fireballs bursting.


  • The ? Blocks use different graphics don't do anything when hit. The "?/! Block break" sound from SM64DS is uses when they are hit.
  • Coins use different graphics and the sound effect is lower pitch/
  • Goombas and Koopas use 3D models and the "enemy defeat" sound is the same for all different attacks, and is the "defeat enemy" sound from SM64DS.
  • Mega Goomba
    • Its smaller and has different animations.
    • Mario can move during the Mega Goomba growing cutscene.
    • It grows after touching a mushroom that uses a tinted version Super Mushroom graphic from Super Mario 64 DS. The Super Mushroom in SM64DS makes the player giant, rather than acting like it usually does.
  • Bowser uses a standing pose, doesn't move and appears in an overworld area.


  • 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.

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


  • The multiplayer mode has the players making their way through a normal level, rather than competing for Big Stars in a small looping level.


E3 2005 Trailer[edit]


  • Invincible players don't have a rainbow effect - just the sparkles.


  • Trailer music is the unused slower version of the Mario vs. Luigi track that is still 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.


  • 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.

E3 2005 Demo[edit]

To do:

As far as is known, the same demo was used at E3 2005 and later events. But it may be the case that later 2005 demos differed from the E3 2005 one. The videos and screenshots in this section are from a mixture of different events.


  • There were separate demos for singleplayer and multiplayer.[1]

Title screen

  • Had "press start" or "press a" (it isn't known) on the bottom screen.[1]
  • Was silent[1]

Level select

  • Similar to the final Mario vs. Luigi level select[1]
  • There were three levels: "Course 1", "Course 2" and "Course 3"[1]
    • A grassland level, labelled "Field" on the bottom screen in-level.
    • A castle level, labelled "Fortress" on the bottom screen in-level.
    • A desert level, labelled "Desert" on the bottom screen in-level, which still exists in the final game as the fifth unused Mario vs. Luigi level.
  • There was no brick-pattern background.[1]

In-level general

  • The lives counter may have only been in the multiplayer demo.[1]
  • The pause menu only had continue and quit options.[1]
  • Ater finishing a level you'd get sent to a "thank for for playing" then sent back to the title screen.[1]
  • There were no "bah" sounds in the music.[1][2]
  • The stomping sound was the same as in the trailer (SM64DS enemy defeat sound).[1]


  • You could kick using A or R (it isn't known) when you are Super Mario, Fire Mario or Mega Mario.[1]
    • Kicking a Koopa shell would propel it off like when you touch it normally.[1]
  • Mario has different triple jump animations.[2]
  • Mega Mario
    • Becoming Mega didn't change the music.[1]
    • Mega Mario can't run anymore, but he can jog, which he can't do in the final.[2]
  • There is no rainbow effect when invincible.[2]
  • [Boss victory pose is different][2]


  • Grassland
    • The start of the level was a remake of Super Mario Bros. World 1-1 up to the the invisible 1-Up block.[1]
    • The unused zoom sprite appears to have been used in the Mega Mario section of the grassland level.[2]
  • Castle
    • There was a shortcut where you walked up on top of the level.[3]
  • Desert
    • Same level as the fifth unused level in the final game.[2]

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.[2]


  • Pipe Piranha Plants are larger[2]
  • Large grounded Piranha Plants use the same sound as their small equivalents. [2]
  • Mega Goomba
    • There is a non-boss version of this enemy in the grassland level. A bunch of coins are released when it is defeated.
  • Mega Mushroom
    • This has to be "pumped" out of its ? Block.[2]
    • A Nintendo attendant called the Mega Mario "Super Super Mario"[4]
  • Blue ! Blocks
    • Hitting the cut Blue ! Blocks brings your opponent to your location. They don't seem to appear in the singleplayer demo.
  • Lightning
    • The cut lightning powerup turns you opponent "teeny" and slow them. It isn't known if this means Small Mario or Mini Mario.
  • Pipe Cannons
    • would fire in different directions each time you entered them.[1]
    • would allow Mario to defeat enemies, without combo, each leaving a coin behind, when flying into them.
  • There were Mushrooms in the demo that leaned with Mario's weight, possibly like the final game's purple mushrooms.[1]
  • 1-Up Mushrooms possibly did not appear in the singleplayer.[1]
  • Big Dry Bones have to be ground-pounded to defeat them now, like in the final.[1]
  • Lakitu doesn't have a throwing sound.[2]
  •  ? Switches use the SM64DS ? Switch model, which is left unused in the final game.[2]. The one in the main part of castle is large, but small in the boss room.
  • Doors look like passageways and use the pipe sound when entered.[2]
  •  ! Switches turn[2]


  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 Mspeter97 Cite error: Invalid <ref> tag; name "mspeter" defined multiple times with different content
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 Cite error: Invalid <ref> tag; no text was provided for refs named media
  3. GC 2005: New Super Mario Bros. Hands-On - IGN, Aug. 18th 2005
  4. E3 2005: Lizard Dude - The Mushroom Kingdom, Nov. 14th 2005 at the latest

Nintendo Power 196[edit]


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


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

Famitsu 2005 (unknown)[edit]

Cacti 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 read our translation guidelines and then submit a translation!
Notes: see source/s, please write translations over image/s using image editor

WARNING: Language tag not added.

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 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 read our translation guidelines and then submit a translation!
Notes: see source/s, please write translations over image/s using image editor

WARNING: Language tag not added.

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 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 read our translation guidelines and then submit a translation!

WARNING: Language tag not added.

Magazine A (unknown)[edit]

Cacti 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 read our translation guidelines and then submit a translation!

WARNING: Language tag not added.

Magazine B (unknown)[edit]

Famitsu - March 2006[edit]

DS Conference 2006[edit]

NSMB-Pre Nintendo DS Conference 2006 Website Image s94.jpg NSMB-Pre-DSConfrnc2006 Offscreen nin21.jpg NSMB-Pre-DS Conference 2006 photo-cropped.jpg

The screenshot on the DS Conference 2006 website and the video at the conference itself appear to be of the same version.


  • The section in the screenshot 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.


  • 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, unlike the final game.
  • Various elements are placed and sized differently in this version.
  • The item storage only has one slot now.

Touch!-DS Site[edit]

Gameimg.jpg cropped.png


Action.jpg cropped to left screen.png


Item1 img.gif cropped to right two screens.png


Action.jpg cropped to second from right screen.png


Action.jpg cropped to right screen.png


Japanese Offical Website[edit]

To do:

Corse 05.jpg


Gimmick ss 03.jpg


Gimmick ss 04.jpg


Gimmick ss 06.jpg


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


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


  • 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.


  • 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


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


  • 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.


  • 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)

GDC 2006 Demo[edit]

As far as is known, the same demo was later used at E3 2006. But it may be the case that the demos are different. The videos and screenshots in this section are from a mixture of different events.


  • Controls are less floaty than previous versions.
  • Can't sideflip anymore.[1]
  • L and R now scrolls the screen left and right.


  1. New Super Mario Bros. Hands-On Preview - Nintendo World Report, Mar. 22nd 2006

'Manual US V1'[edit]

To do:

GDC 2007 Demo[edit]

To do:

Unknown Date[edit]

NOM 96 - Screenshots[edit]

To do:

NOM 96 - Interview[edit]

To do:

Future's Game Guide[edit]


To do:
  • Upload cropped scans

Both-Screen Screenshots

  • The Big Star progress bar icon is sligtly different?


  • There is no wireless icon.

One-Screen Screenshots

  • 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])