Castlevania: Dawn of Sorrow is an action adventure developed and published by Konami for the Nintendo DS, in 2005. As we can read in Wikipedia, the production of Dawn of Sorrow was announced on January 6, 2005 as the first Castlevania game to be released on the Nintendo DS. The DS touch screen was a primary point of interest, and several functions, such as picking up items on the screen and moving them, were originally intended to be incorporated. However, scheduling problems forced the development team to abandon many of these ideas.
As noticed by argh4430, in the first two screenshots (the ones where Soma is fighting a manticore and skeleton archer in the Lost Village), those enemies are not there in the final version of the game. They are in the next area you visit, the Wizardry Lab).
Thanks to Xelba we have some more info about the beta differences in the early game. There was one screenshot that showed Soma fighting Gergoth at the beginning of the Lost Village stage. Also, an analysis of the game’s rom revealed some unused dialogue hinting about the piano room and Hammer wanting to help out Julius, Alucard and Yoko fight against Soma/Dracula.
While the piano room doesn’t do anything in the final version, there might have been a puzzle that rewarded you an item if done so correctly, but this is only speculation. As for Hammer, no action sprites were found other than his normal sprites. But the hidden unused dialogue between him and Julius as well as before the fight against Soma hints that Hammer was once planned to be playable in Julius mode only.
The Legend of Zelda: Phantom Hourglass was the sequel of the classic saga of Wind Waker, featuring Toon Link. This game appeared on lots of magazine issues, before Nintendo release it, of course… There is one magazine from Brazil called Nintendo World, what they made a lots of issues featuring this Zelda, there was some beta changes in the screen shots (see the images gallery below)
An different “Go” and “Cancel” icons, well, at the final version are only text. And different rupee/heart sprite…
Also, there is an unused short song on the game:
One Unused icon have been found by gabrielwoj in the game files. The icon located at /Test/banaicon.nbfc seems to be an old Icon for the Nintendo DS Menu [Which shows the game information and its icon]:
ENG: This entry in the archive doesn’t have a description yet. If you want to add some info about the beta / cancelled stuff that you see in these images, just write a comment or send us an email! We’ll add your info in this page and your name in the contributors list. Thanks a lot for your help! :)
ITA: Questa pagina dell’archivio non ha ancora una descrizione. Se vuoi aggiungere delle informazioni riguardo le differenze della beta o la descrizione di un gioco cancellato, lasciaci un commento o mandaci una email! Inseriremo le tue informazioni nella pagina ed il tuo nome nella lista dei collaboratori. Grazie per il tuo aiuto! :)
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.
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