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.
In January 2007, IGN editor-in-chief Matt Casamassina claimed he played a version of Halo for the Nintendo DS. Due to speculation, on October 2, 2007 he demonstrated on-camera, and in-game footage of an early-development style version of Halo DS. The demonstrated work featured dual-wielding and a version of the Halo 2 map Zanzibar. On October 5, 2007, Bungie employee Brian Jarrard explained the Halo DS demo was in fact an unsolicited pitch that was never taken on. [Info from Wikipedia]
The development and history of the Mii avatar was a long and arduous process, taking about 20 years to reach fruition. Famed video game developer Shigeru Miyamoto revealed information regarding such a process during his keynote speech at the Game Developers Conference in 2007. He stated that the current Mii design is based on traditional Japanese wooden dolls (known as “Kokeshi”), and also highlighted several stages of the Mii’s development process. The idea first appeared for the Famicom Disk System, but confusion over how the idea could be a game halted development. The idea appeared again with the Nintendo 64DD, where the player could edit a 3D character with a wide variety of clothes. Again, however, the project was never furthered. With the release of the Nintendo GameCube the idea was incorporated into Stage Debut, an unreleased game which planned to make use of the e-Reader and a camera attachment, but this idea was also canceled, as those at Nintendo feared there was not really a game to make out of it. The build Miyamoto showed during his conference showed a virtual Miyamoto dancing with some Pikmin upon a stage.
Around the time of the development of the Wii, a separate team at Nintendo were working on a friend registering software for the Nintendo DS. Within the software they were also developing a program where, in a manner similar to the Japanese puzzle game Fukuwarai, the player had to place the different parts of the face onto a drawing of a face. This team, however, was completely unaware of Miyamoto’s Mii concept. Eventually the software evolved to allow the player to edit the parts of the face in terms of size and position, in order to make the character look more like a specific person, and was soon shown to Satoru Iwata, president and CEO of Nintendo. The software was then shown to Shigeru Miyamoto as soon as possible, and eventually the team working on it moved to work with the Nintendo division EAD on the development of the Mii Channel. – [info from Wikipedia]
At the 2007 Game Developers Conference in San Francisco, iNiS Vice President Keiichi Yano described the process which eventually resulted in Osu! Tatakae! Ouendan. His first inspirations for the game came when he first tried a Nintendo DS handheld, and development on the game began after successfully pitching the concept to Nintendo.
At the conference, he also displayed early concept art for lead Ouendan character Ryūta Ippongi, who originally wore the shirt of his gaku-ran uniform unbuttoned and had a significantly shorter hairstyle. Yano noted that Nintendo was fond of the characters due to their manga-style aesthetic. Yano also displayed an unused Ouendan stage from a prototype build that featured a puppy in danger. The stage concept was ultimately dropped from the final version of the game because the puppy died if the player failed the stage.
Due to the surprisingly high import rate of Osu! Tatakae! Ouendan, Nintendo and iNiS began discussing the possibility of officially exporting the game to other regions. However, as Keiichi Yano, vice president of iNiS and director of the game explained in an interview with 1UP.com, selling the game at retail in Western markets would have been unfeasible due to the game’s innate reliance on Japanese popular music and cultural references. It was due to this fact that when Yano and iNiS began work on the North American version, the black-clad cheerleaders of Ouendan were removed and work began on a replacement.
The first concepts were of a trio of dancers styled after the Village People, before the final decision of a trio of men styled after government agents, using distinctly Western references such as the Ghostbusters, Blues Brothers, Men in Black and Austin Powers series for inspiration. In addition, the concept of the Elite Beat Divas and Commander Kahn directing the Agents would come from Charlie’s Angels. [Info from Wikipedia]
The first video below is from the Beta version of Elite Beat Agents. The EBA beta shows many small differences that weren’t present in the final version of the game. These many things include flames on the bottom of the touch screen for a certain amount of consecutive beats, pink circles for completing song sections, different girls in the car and different transitions used. Some audio differences are also in place. Those include different voices (such as the announcer at the start that says “Mission” and a few sound effects.
Also, Yosher noticed that the second video below includes beta stuff like the agents not waving their arms before the gameplay starts. The same goes for the character in need. The image that pops up of the lead Agent on the bottom screen is also different, and there’s some images on the top screen as well that aren’t there in the final game. Other than that, the Agents animations are entirely different from the final game, almost like those of the Ouendan. This video seems to show the game being in the middle of the translation from Ouendan to Elite Beat Agents.
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