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Beta64 - New Super Mario Bros.

Jun 01, 2021
Hello everyone, don't be scared, we are in a new place, we are in a new place, long story, short, YouTube, but goodbye to paychecks in the middle of the pandemic, it cost CPM to leave it, it has been a disaster, so I moved there. With my parents, my wife and I are here now and we will manage until we can get enough savings to get out, but fortunately we had some helpers here. First force figures sent this lovely Luigi figure for free here because you're incredibly awesome, you'll want to make a nice little spot for us and not to mention we have a lovely sponsor, expressvpn, have you ever heard of expressvpn?
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. That's the link you want to go to, it's in the description and now in the episode, I think New Super Mario Brothers for the DS is one of the best Mario games Nintendo has ever made and for those of you who are still here with us hello, today I'm talking about the development and unused findings in the new Super Mario Brothers for D s. which I personally enjoyed a lot.
beta64   new super mario bros
I received a copy of the game from a friend years ago. He gave it to me for free because it's incredibly nice and amazing. I don't remember his name. I don't know where the copy of the game is. I'm sorry now, I felt like your son helped me ease my sense of guilt. I decided today is the day to talk about the game's scrapped multiplayer mode. There are five unused stages and it is a secret screening of which we do not have images even today, but. We have an account of what happened beyond those doors and today I think it will be fun to talk about the development of the new Super Mario Brothers for DS.
beta64   new super mario bros
He said that we don't know exactly when the new Super Mario Brothers began development. but we can estimate a period of time before this game launched the entire new line of Super Mario Brothers games. There were a different series of Mario games that fans enjoyed, including the advanced Super Mario series, which if you don't know which ones are understandable. were released like 15 years ago, basically the Mario Advanced series was just a bunch of Game Boy Advance remixes of Mario: Mario 3, Mario World, and Yoshi's Island, the last of which was released in the second half of 2003, Some time later, but before May 2004, development began on the new Super Mario Brothers.
It was designed as a spiritual successor to the advanced Super Mario series, although this time, instead of being a remake, it was going to be an original game for the first time in over a century. decade in which a new original side-scrolling Mario platformer would be great in stores, the last of which was Super Mario Land 2 which was released in 1992, which is a really good game, check it out now, the reason Why I said new development for Super Mario Brothers must have started before May 2004 is because that's when we got our first footage of the game, which means that this initial footage we're about to see corresponds to a maximum of nine months of development, most likely less than that and shows that this footage comes to us thanks to a disc given to the press at e3 2004, this particular footage is called New Super Mario Bros dot movie, so at this point the name was already final.
It's amazing how it looks so similar and yet so different from the final bill. of the game, what catches my attention at first are the sprites that seemed to be more at home in Yoshi's Island than in New Super Mario Brothers, I'm not saying that's a bad thing. I love a bit of Yoshi's Island but it's just a bit of a place, one thing I will say is bad, although it's the gameplay, my goodness it's difficult and it's very obvious that it's a very early prototype of the game, there are flaws in all of them. parts, sometimes the coins just don't stack, sometimes the question mark blocks don't work and the audio for the first half of the game is separated by a good half second from the action, there is no music, just sound effects of approximate placeholders, some of which are taken directly from Mario 64.
This build also uses 3D models for the enemies, which isn't really the same thing. like the ending because the goombas and Koopas are actually 2D sprites designed to look as if they were in 3D and you can see this very well when playing on higher graphical settings. Look how Marv is all nice and soft, but this koopa, yeah, it's still crunchy. Because we're only upgrading the 3D models, this footage also shows the game's gimmick, the mega mushroom, which looks very different from the finale because it's literally just the

super

mushroom from Mario 64 DS dyed blue, which is interesting because They both work relatively the same.
Same thing in their respective games and not only that these first mushrooms could have originally been collected by enemies like this Goomba, who appears in the final game as a boss, but instead of collecting a mushroom, it just grows big on its own, in a very similar way. Mario does in this opening footage he can also - in this mega form something impossible in the final game along with some other impossible moves like this jump oh my god II I just killed Bowser I guess the game is over I mean that's the end of the footage or Apparently this is not all the footage that was shown to the press?
This is a cut version, at least according to a game preview article written by Nintendo World Report around 2004 at the end of this preview. The article's writer, Chris Mintz, is watching a short gameplay clip that starts with Mario's fireball popping out goombas, breaking blocks, collecting coins, just like in the footage we just saw, except he then mentions that Mario is falls down a pipe, something we don't see here and then. he says that he changes tomorrow growing to gigantic proportions running over enemies and even Bowser, something we of course have seen, that's where the footage ends, but not from what Chris could see, the lucky dog ​​was cut, the footage stops. removed something too much.
Apparently Bowser was shown interestingly running through a level after that as if he was controlled by the player and then jumping over a flagpole at the end beating the level, why did they cut that part that sounds awesome? I looked around for any uncropped images or screenshots. or anything and I came up with two hands, it looks like we're going to have to take Nintendo World Report's word for it, something I really don't like to do with the video since you know it's just one source and they could be wrong, so let's take it with a grain of salt.
Around that same time there were also some screenshots that Nintendo included in their E3 2004 press release that showed high-quality captures of locations we'd already seen in the first images, but included a bottom screen showing a placeholder logo. with mushrooms moving underneath and that's pretty much it until III 2005, yes you heard right, a whole year without new information, but luckily at e3 2005 we got a lot at the event, we got the coveted show. floor demo as well as a new gameplay trailer and this is what this demo appeared in a lot more places than just III so although some of the images may not be from e3 it was the same demo from III as well Let's take a look at this, come on, that's a lot of salt, this demo starts with a nice initial logo for the game that looks nothing like the final version now, if it's a little crunchy for your taste, don't worry because this era logo was also delivered in higher quality thanks to Nintendo's e3 press kit and is also still on the final game files button that is used, of course, so we can see it there as well, but now we see a real level, each one of which begins with deleted text saying Mario's start, which believe it or not, actually appears in the game files; along with Luigi's start, but the bird gets a little ahead of itself, let's see what difference there is in the real gameplay in the demo programs and you can thank the beta comparison club for helping to see everything that came, seriously, you guys are the best.
Well, the first level we'll look at features a bunch of moving mushroom platforms and exploding Canon pipes in a style that appears to be a mix of grassland and jungle levels in the final game, although this level is not in the retail version of the game. game, so there really isn't much we can compare it to. Fortunately, there are some general differences here to take note of, such as the block color being lighter when hitting. the question mark block a more rectangular mushroom shaped platform more realistic clouds on that wooden and red background Mario collects a mushroom that is not frozen in place you can still move in this construction also rewind there is a blue ring here that in is actually very important So we need to take a look at that in the final version of New Super Mario Brothers, when you hit a red ring it disappears and a bunch of red coins appear and if you collect them all you get this nice little gift , but in this version of the game that ring has nothing to do with red coins, but instead acts as a checkpoint, being the blood first and then turning red when Mario hits it in this first ring and the final version turned out be an equal, in fact, that object is known as obj a3 rain in the game files and comes with four states: the blue inactive state, the red Mario state that was used, the green state that could have been for Luigi if got the checkpoint and then a red and green status from all of them only. red is used and as for the red green state, well we'll come back to that a little later, there's also a desert level in the e3 demo that was completely scrapped later on so there really isn't much to compare.
The thing here is that this is the only E3 stage that still exists in the game files and is even playable after a lot of work with smart monitors like Tricky and Tanks' image to reconstruct it. Thanks to both of you, it looks very, very good. Next is the castle level, in which not even four seconds in we already have images of a removed object, a red question mark switch from Mario 64, it was replaced by 2D switches in the final game and this 3D model that is still in the game files was scrapped. and was not used, the switches feature in the demo that caused blocks to fall was not removed, although it still happens in the final game, but only in ghost houses, so it's a little strange to see it in a castle, speaking of what castle is this.
Well, the whole opening part is something unique, but after going through the junk door and encountering some whops sliding down the starting post, past a rotating black question mark and a rotating exhale point box, through another door, We finally got to something familiar, actually. It looks almost identical in design to the world forest castle, as you look at this hole jumping section it's pretty much exactly the same except for some visual changes such as the blue platforms originally being orange along with a different background behind that, although everything is different again. eventually ends up taking us to the world for the big boss Goomba, although instead of the platforms rising out of the ground like in the final battle, this version has a switch that you press to make three platforms come out of each wall, other than that the battle is beautiful.
Same as just punching the guy, although it's not as satisfying without those cool effects they added later. I should mention that this room where the battle takes place of course has a different look due to the tile set and it turns out that the unused set of tiles is still in retail, go to the unused set, for of course, with X's all over it to mark it, since don't you dare use it after mr. Defeated Guber's hairs, he puts them in a pile of smoke, unlike the final game, which shoots out a lot more light than smoke and then, after collecting the key instead of having the camera stay a reasonable distance from Mario, Allowing him to have his moment, he reaches out completely to say.
MarioSure, which usually doesn't happen in castle levels, not to mention it's a different victory animation that's actually still in the game files. Now the last level we have in this particular demo video shows the mega mushroom which in this code requires Hitting the block hides several times to get it out, it was also nice enough not to move so you would have plenty of time to pick it up and, in case it wasn't obvious, it looks very different later, God is. OMG Louise, it also looks like the giant Goomba we fought earlier was not only going to be a boss, but he also appeared outside the castle here not for long because Mario just hit something he can't do in the last one. game, they stopped Mario from launching into Mega Mario form so that's normal now and in the end of course my flagpole is very basic so that was the demo that Mario fans got to play in the middle 2005, but it also received a trailer that showed off a lot more of the game, a bunch of new stages, as well as a look at the multiplayer mode now.
I'm not talking about the final mode Mario vs. Luigi. In fact, I never got around to playing it personally. I didn't have any friends who owned the game or any friends, but I have seen footage of it. I know it's just Brothers Fight to see who can collect the most Big Stars, but that's not the way it was originally going to be, as you can see very well in this trailer. Originally, some of the main stages of the game's story mode would have been playable side by side. on another player's side, that's where this red and green ring comes into play.
You know, when Mario hits the ring, it turns red. Well, it seems that when Luigi hit the ring, it may have turned green, which means if both brothers hit the ring. one after another, technically it probably would have become this red-green state, according to an interview with Takashi Tezuka, although the game's general producer was still going to be dedicated Mario versus Luigi stages, but instead of being small stages of stars collected in loop, going to be normal meant seeing which brother can reach the flagpole or the boss first. Tezuka wanted to make sure people knew that this was a completely optional competitive mode and that the new Super Mario Brothers was still intended to be a primarily single-player game.
There are also plans to help spice up multiplayer with exclusive items like a lightning bolt that can shrink other players like in Mario Kart. Unfortunately, we don't have any gameplay from that, but we do have one item left from the item. in the game files, although unfortunately it is not functional at all, we can talk about that later, although let's see what differences we can find in this e3 trailer, starting with the bottom screen and by comparing the two side by side, you can see. There are quite a few differences, the progress bar is at the top of the screen with a flagpole at the end instead of a castle, as well as text describing the level and below are the lives, coins, time and the score, all of which uses a font that is very similar to the one used in Super Mario 64 and which is not used in the final game below, that is the reserved item that originally allowed the player to have three items instead of only one and you also notice that something is missing, yes there is no place where star coins appear, in fact throughout all the images we have seen of this version of the game, no star coins are found, from what it seems that at this point those big collectibles hadn't been added yet meaning the only thing that can be collected here are just the normal coins and of course since these main story stages could have been played with two players , Luigi is also here on the bottom screen.
Now, about these stages, you are probably wondering if there is anything different about them. and oh yeah, there are a lot of differences here, like how originally you could get big dry bones with a single bounce instead of a hit on the ground, plus there's no UI on the top screen and the lava here in this trailer It's just in this pit, instead of spreading across the entire background of the stage, it turns out that this early lava is still in the final game, but as you can guess, it is not used, more general changes can also be found in this earthly builder, like in Super Start, which in the final game makes players glow with this fancy rainbow effect and a trail of sparkles falling behind them, which is nice, but in this trailer, even though it has sparkles, the effect rainbow is so hard to see that it's practically invisible in other images of The same demo is high enough quality to see, but it's still much dimmer and I'll tell you why in the final game, when Mario clicks On one

super

star, her outfit changes to white and then a rainbow effect is added on top. but in this version of the game he keeps the same outfit, so, although the rainbow effect is still there, it is very difficult to distinguish that you also touch an enemy while Invincible gives you a coin, which does not happen in the final and speaking of another thing.
That doesn't happen in the final game, both Mario and Luigi can press this setting using the R button, while in super fire or mega forms you can see this super clearly in this screenshot provided around e3 time which includes a spindrift booted directly Mario 64 DS is also very similar to Mario 64, the brothers can also kick while in the air, but that's not all friends, this e3 trailer gives us a look at some new environments that the demo didn't have or at least that. We didn't have images like this underground section which looks a little different in design, it even has some regular yellow blocks.
Here's something that never appears in the final game as the underground blocks are changed to blue. We also have a submarine. stage, but only played in single player mode, this background turns out to be much more basic and also take a look at these cheep cheeps eyes, they appear to be just textures on a plane in this build instead of some nice rounded eyes that The final size also sushi sharks had the ability to spin in this bill, which they can actually do in the final game, but only if you enable an unused functionality that it has now in addition to the normal world we've already seen good.
I also have some desert stages which in the trailer features a tornado which in Rito's version only appears in world 6. Huh, which is strange because world 6. It's a mountain stage, not desert like this first version. Now there is one. Another thing I want to talk about in this trailer is the music track, which is actually an older, slower version of the Mario vs. Mario theme. Luigi in the final game and not to mention that this initial version of the song is not yet used in the game files. at least one very similar track has a bit more oof and flare which are basically just instruments to get the haters to dance now after e3 with their nice little trailer and playable demo we got to see nothing of what nintendo did.
The silence didn't last a whole year, but it was several months before we heard anything new about the new Super Mario Brothers and the people who broke the silence were some who sued the famous Japanese gaming magazine that rated Nintendogs with a perfect score and Donkey Kong Country. I got a 31 out of 40, like Frick Infamy Tzu's first article for New Super Mario Brothers that was released in late 2005. We got a good look at an early volcano level whose tile said in the background or at least one similar to it. Still in the game files, yes, unused, there is also an older version of stage 6 (one program is enough), but for some reason it has a volcano background, which means that maybe world 6 was going to be a world of volcanoes at the beginning or maybe this level was actually going on. be for world 4 or 8 or there is a possibility that the bottom of the volcano is just a placeholder for the bottom of the mountain, we just don't know for sure what we do know for sure, although the following screenshot of the same problem is an older version.
The mini Mario bonus room from World 8 - 2 has more or less the same design, but the colors here are completely different on almost every tile. We also have a couple of underwater screenshots here, the first of which is from 3-1. with a different backstage than the one we saw at e3 2005, but it still doesn't look like the final game, other than that there's not much to see here except for the fact that this cheep-cheep seems to be moving upwards, something impossible for a cheep cheep. Do a deep scan. The other screenshot we have is from 8-3, which actually doesn't look much like it.
The only reason I say it might be an early 8-3 is because it's the only level in the game with a mega. unagi that chases you, technically it could be a completely different level that was also going to have a chase sequence, but we don't know for sure. A few months later, on May 13, 2006, we received another article from me with many more screenshots of the game, but before that I want to talk a little about the Nintendo DS conference that took place on February 15, 2006, There's not much here in terms of new Super Mario Brothers content, save for a single blurry screenshot, and it turns out there's quite a bit.
There are a lot of changes just in this, especially with the UI, like how the top screen shows the time on the coin counter, our end here, but placed in the center instead of the corners, the bottom screen also looks Being a little closer to the final version now with only a single item reserved and a place for star coins, but there is no ring around the item and the lives were placed below the score instead of at the top right. The level shown on the top screen is labeled stage 1 - 1, but this area is not on that stage, not to mention the midpoint is much further to the left and also why it is shown if Mario hasn't actually arrived. at that point, maybe that was the way it was originally going to be, maybe you would have always known when The Midpoint was, but they got rid of that.
Well, let's go back to March and take a look at some higher quality stuff from the second article I mentioned above. A lot of things here are starting to look a lot like the final game with only a few key differences, such as with world 2 - 2 which eventually uses the final desert background, just the wrong one instead of using the one with the blue sky like the ones. last two uses, two and instead uses the yellow that 2-3 does not use. also mention the use of the mosaic set normally found in the mushroom levels; For some reason, other sages have differences in the title set, like this screenshot of one, which has an older version of the underground tile set, but the top of the screen is covered by those tiles. without any space at the top, so forget about running around the entire level, it probably wouldn't be possible here now for two, because that one is quite interesting because obviously in the final game it is set in the desert, since world 2 is a disk world, but in this screenshot, despite having the exact same layout, it is located in the grasslands, meaning that this level could have originally been in world 1 or, for some reason, perhaps in World 2 just so happens to have a grassland level in the mix that we can have.
One answer to this question is that a Japanese magazine known as Nintendo Dream showed off their own screenshots of the game, which actually helps us figure out why stages 2-4 have grass even though it's a desert world and the reason is because it used to be. a distant scenario very similar to - - - that explains the grass although it does not really explain the background of the prairie or why the set of mosaics is also from the prairies. You know it's still a mystery, but I guess it was probably placeholder stuff. The stages that Nintendo Dream showed off are also an app and have a strange background, like this three-B shot that takes place in the sky in the finale with all these fancy colored heights, but this first version only has one pipe line green on a desert background.
No less, perhaps this was simply planned as another bonus level for world 8-4. It also has a different background in the tileset instead of a harsh, mountainous look from world 8. It was originally going to be the same style as the world 4 levels, which actually makes a lot of sense that the scuttle bug enemies would only appear in worlds 4 - 1 and 8 - 4, which I found strange since they fit very well in world 4 if there is only one stage in that world with them, well, it seems like that was the case But originally it turned out that 8 - 4 It was probably going to be the second stage in world 4 to have those enemies, at least that's what the screenshot suggests at this point III 2006 came around again and we got a newpreview of the new Super Mario.
Brothers and another playable demo, but they were pretty much just the final game at this point, there wasn't much to compare here, but in some strange turn of events Nintendo sent over some screenshots of course with the III presentation and those are from a previous version. version of the game than the trailer and the showroom demo, so we have some things to compare here, Granton, although it is not much earlier, but there are still some interesting things to see, so let's start first, let's take a look to the overworld of the world. showing a different colored toad house here, a Star Coin tractor is missing below the stage number and the star coin counter has been moved to a completely different corner;
A nice world map also appears on the bottom screen of the same screenshot along with icons for the other worlds, connected by solid blue lines in this first version, instead of big lines connecting the main worlds and dotted lines that connect the secrets, we also got to see World Force, a creepy ghost house that at the bottom of the screen during For some reason or another, there is a progress bar that was removed from the final ghost houses, as those stages simply aren't linear enough to warrant one of those bars, it just wouldn't work very well.
I mean, it doesn't seem like it's working here anyway. Since Mario is in place, but the icon at the bottom of the screen still shows him at the beginning, there are other strange oddities on the bottom screens of other screenshots, like Mario vs. Bowser, but with the score zero, I want say, says Mario's Collect. 25 coins, that means there had to have been at least 2500 points. Something suspicious is going on, either these screenshots were taken from a debug build or something was photoshopped. Well, there's still more we can see, like how Starcoins originally had black eyes, like the flagpole. looks a little different or how this build still uses the skull from previous versions of the game that we've seen, you know it's a really good way to transition unused stuff, so let's talk about unused text first, there's a couple of interesting things. here are two possible internal names for New Super Mario Brothers, the first being MJ, which appears on the game's build date, and a new wheeze-safe file for Super Mario Brothers.
I don't know exactly what it means, maybe Mario.jumps, the other possible name is Mario 2d which appears twice in the arm9 binary of the game and that's interesting, but what about the internal names of objects in the game that reveal little-known secrets about them, for example, are they called the big stars in Mari versus Luigi mode? elves star red ncg, meaning they were probably red at first or maybe even colored red and green for each brother specifically, although that's just speculation and also speaking of stars, the sound effect for collecting a star coin actually is called SE obj get dragon coin, which could mean that Mario was originally going to collect Super Mario World dragon coins instead of star coins, not only that, but also the spike balls sound effect refers to them as big rocks and those things as lakorn snails, yes, they are called dong ketsu in the game files, which translates to thug, like the ones in Mario 64, means that's what they may have originally been, not some weird hybrid of unicorn snail and that's all the interesting unused text, but don't worry, there are many more different things to find.
For example, you know with the DS, if you try to connect locally or even online, this bar will appear on the screen in New Super Mario Brothers if you enter a level or just in the overworld and try to connect to a router for Internet access, You will be able to find this bar in very specific places in the game, almost as if it was planned and of course it was because there was local multiplayer in the main story of the game, this was just a remnant of a past. scrapped feature left in the game, what a Freak Nintendo was such a great idea, why would you remove it now as you could probably expect since the first versions of the new Super Mario Brothers took so many things from Mario 64 DS that of course remain many leftovers? from the game like this 3D Koopa model that was originally used in early versions of the game before they converted them into 2D sprites.
We also have the swinging platforms from Rainbow Ride to Exclamation Point. My treasure chest from Jolly Roger Bay and the stairs from Bowser's stages, we also have some transition graphics with Mario Yoshi and the star. There are now some unused graphics in the game that are not just leftovers, such as a purple question mark block, a 2D hand that was replaced by 3D ones. in the final game, as well as this texture that, when attached to Mario's model, shows what may have been a discarded power-up from the game. I mean, it's with all the other power-ups, so it probably was, but I'm not going to say I am. sure because I could be wrong and I can't let this happen again with the cheese sponsorship, Nabisco executives are in no position to waste time and in your 2012 video about Wii G Mansion, you said that the game discarded ended when the clock reached 1:30 a.m. m. it was obviously just for the trailer.
I can't believe you think that's okay, there are a lot more graphics in use in this game, the next ones we'll look at are actually found in the game, which means some of them have properties included with the ghost house item. We have this door in a cube surprisingly. Ooh, statue who's trying her best to get angry, but she's too cute for castles. it has this pillar that

mario

can go through as well as an ice block that isn't slippery it's just a block also check out the junk door although it looks a lot like the final boss door it's in the tileset from the tower, so it is possible. that this was intended as a generic boss door at some point before they decided to save that cool red color for last.
Then we have this water tile that definitely looks like it's a placeholder because there's no animation, it's just there and there's also an unused coin along with the water that when collected doesn't do anything special, it's just a coin with a little water now, if that hard water tile not be animated, it was disappointing that I enjoyed this animated object for an erupting volcano, it was probably going to be used with the volcano levels with the volcano backgrounds, of course, speaking of backgrounds, we also have some unused ones in the game, like this red subway that comes with its own set of unused tiles and we also have one that features stalagmites along with this set of its own tiles and lastly, take a look at these unused NES backers, each with the same set of unused tiles, there would apparently be many more NES-style bonus rooms like the one in 8-2, although sadly most of these backgrounds were discarded.
Now that we're done talking about unused backgrounds and tiles, let's talk about actors, this could be anything from 3D enemies to generic 2D objects, and there are some interesting ones that aren't used entirely, but there are also others that are used in the game, but I've discarded builds with them that make them do weird things, so we'll start with that before going straight to the ones that were completely discarded first. Chain Chomp pols it turns out that these poles have unused settings to appear with no chain jumps and even more than one, but the developers deliberately made the system crash if that ever happened for some reason.
Luckily, with a bit of cheating we can bypass that crash and let pose hold multiple chain bites again, although releasing them still causes the game to crash, which was not intentional, it's just really broken next to our balloon drink, which I completely forgot existed until I wrote this part into the script. What makes them not a normal boo is a special little feature that allows them to grow when you are not looking at them, but there is also an unused setting for them that allows them to function as a normal boo, that being said, the collision is off center, so which doesn't exactly work and then there are the dories that have an unused setting to look back left and directly at the player for some reason, I say that There are a lot of things, for some reason, in this game, there are also a lot of actors that have giant unused setups like sweepers and even trampolines that will launch Mario much higher than usual with this setup now, that's all interesting and But what about those completely discarded actors I mentioned before?
Well, it turns out we have a few of those, like a giant fire-breathing piranha plane, which is actually a separate actor in the game, not a giant stage, and surprisingly, it works perfectly. The next object is much more strange. The strangest thing is a group of brick blocks that at first glance may look like a normal group of blocks with just an early sprite, but when stepped on, it turns into a springboard that can launch Mario just a little. , but it can also be set to bounce from all sides. time and that will launch Mario much higher into the air, this texture was intended as a placeholder, although unfortunately since it is called sample.txt, in the game and it is actually just all the animation frames for the blocks from to 2005, with the last pair not shown yet, although I like the jelly blocks, it's a really cool idea, this next onion actor is the exact opposite, if it had actually been used it would have been a terrible gimmick to appear in the levels.
You see it? It's here now, how could you miss it? oh oh yeah that's right, it's completely invisible until you touch it and if you touch it you're dead because it's literally an invisible lava bubble. Funny weather was meant to be invisible or just some kind of weird bug. I'm not sure I did. I'm going to guess the ladder because I'm going to create an invisible lava bubble and then put it in a Mario game. Yes, I'm pretty sure it's a sin. I didn't think, "Okay, next are the unused levels left in the game." I've already seen the unused level 5, which was the one from e3 with the desert, sand and heat, but we still have a lot more to see, so let's take a look at those.
The first unused area turns out to be an early bonus room for world 1 - eh, and it's very similar to the second Star Coin area in the final level, just flipped vertically. The only set of tiles that fit this room are the unused and used bonus room sets, since this level is underwater, although they are likely the original ones. The mosaic set was lost and was originally supposed to include an early underwater one. This next unused area is actually an entire level with power-ups, lots of power-ups, like almost every block has a power-up, this place feels a lot more like a power-up showcase than a level other than that it's a pretty standard stage. , except for the flagpole at the end which is never used in the game and no longer fits the flag, so it's just there.
The next three are new stages that do not have. You have to worry about that though, as none of them have flagpoles, they're all scrapped into versus stages for Mario and Luigi to Babylon, complete with lots of big star locations, almost all of them have a problem with their sprites in this one. first set versus unused, complete with a nice bog hooded bangla, it's very hard to say that this unused set versus a set with a top top can never show all of its sprites at once, as the original set was and any set you place will only show part of it. number of them, includes some interesting pieces here that I would like my news pillars to be a giant trampoline and those lava chunks from Bill's earlier in the game.
The Discarded Grasslands stage also requires an initial tileset to display correctly along with This other, more complex stage uses a special feature that allows multiple backgrounds and tilesets to be used in a single level; However, as you can guess, this was scrapped and cannot be replicated in the final game, the stage was to have three. different areas with doors connecting them, the first area was a normal grassland section, the second was an underground section with many coins, and the third used vines to cross a large pit. It's a really cool scenario with a lot of interesting ideas that unfortunately can't be found. be replicated in the final game, it was even going to include a hump pole to switch as Frigg, this would have been an awesome place to play it, it's a shame they scrapped it, okay, there's one last thing I want to talk about in this video and it has to do with the new Super Mario Brothers manual,seen in some of the early versions of the game sold in stores.
Nintendo accidentally put an early screenshot of the game in the manual to show the screen layout during the overworld sections. but here's the interesting thing: this is the only known screenshot we have of this version of the game and it's very different from anything we've seen before, so let's take a look. Surprisingly, the top screen is actually from the final game, but the bottom screen doesn't match, it's very, very different, especially with those world icons, instead of being flat little dioramas like the final game has the world icons. They are housed in small spheres, unfortunately, although most of them are dimmed.
So we only really get to see what the icons of the world looked like in full and the rest, well, were lost to history. Now may seem like it's time to pack it all up, go home, cry a little, after all, we'll never know what those are. the spherical icons were seen and I'm not building this, we don't actually know what they look like, it's been lost, sad, now wait before we all go into crisis mode. I still have something to show you, it's not the icons of the first spherical worlds, but in the game files there are some other icons of the first spherical worlds from a different point in development when the game was going to use a world selection screen Very different looking and here they are, isn't it so cute?
These are all the worlds in the game, but made to look like small planets. World One went for a very realistic representation of what a planet would look like, which is nice. Row 2 is a desert theme, so it lines up well with world 3. It's still an ocean world like that. However, in world 4 of the final game, it's not quite right, the icon here is labeled ancient showing a large active volcano, but this stage in the final game is the poison forest world with no volcanoes in sight, although I guess it technically still has a dinosaur in it, so yeah, okay, I could see it as an ancient world.
Next up is world 5 in the final game, which is an ice world and we have a lot of ice here, so it seems about right, world 6, although we're back to being. completely different, this isn't even really an icon for the world, it's just a metal ball, it's labeled as the machine world, which is nothing like the final game, its world 6 is the mountains world, so yeah, it's completely different there with world 7, even though it's just clouds. and the end is just clouds so we're good, here we sing for world 8, it's a lava world and there's lava here, although there's a weird smiley face at the top, which is that Bowser's Castle is a representation of a clown car.
It doesn't appear in the game so I'm not sure if that could be it, I honestly have no idea it could just be an artist having fun. I mentioned that these icons were intended for a world select screen which would have been completely different than what we have now and this is what I meant by this is an early world select menu that features these spherical icons and is a pretty menu. simple and believe it or not, it actually works correctly by taking you to the exact world it's supposed to be in. It also includes some debugging features that allow you to zoom in, out, and rotate everything.
It's possible that the selection screen was simply intended for debugging purposes, but then again, why was so much care put into these icons and the little rotation to just remove them because they were for debugging only and not to mention the new ones? Super Mario Brothers, we included something similar in its world select screen with those rotating 3D models, so it's possible that this style of menu was originally planned for New Super Mario Brothers on DS, but in the end, just like than those lovely spherical icons, everything was discarded. Here's the part of the show where I say thank you and holy shit, Frick, thank you, hiccup, hiccup, he's an amazing person who just came in and it was like he helped you with your video, them and a bunch of other people.
They are working on recreating the New Super Mario Brothers e3 demo and it is incredibly cool, if you want to check out their Discord server the link is in the description and they are really looking for people who have played the e3 demo or have footage of the demo from e3 or something, so if you have anything or if you're just interested in the project, head over to that server, thanks. So much to see this, it was a long road to be very sorry, but don't worry, next up will be SpongeBob's battle for bikini bottoms and I know it's going to be incredibly cool, so thank you, sponsors, thank you.
The viewers, thank you all for helping me through this difficult time and Frick, that's it and Frick, that's all I have to say, Frick.

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