the cutting room mirror

2005

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This is a sub-page of Prerelease:New Super Mario Bros..

August#

Screenshots#

On August 17th, 2005, at the start of the Games Convention (GC) 2005, Nintendo released 3 new screenshots to the press. When comparing these screenshots to the E3 2005 demo, it's possible these screenshots are from that demo. The E3 2005 demo was also playable at the event from August 17th to August 21st. These particular screenshots are sourced from Nintendo Nintendogs Presseinformation8, but can also be found on the Nintendo Christmas 2005 Press CD9.

The desert screenshot shows a portion of what is leftover as the 4th unused VS level in the final game.

Press Release#

A German press release was also released at the start of the Games Convention (GC) 2005. The original press release was sourced from Nintendo Nintendogs Presseinformation.

German (Original)

English (Translated)

Frankfurt,                 17. August 2005

Zurück in die Zukunft!
New Super Mario Bros. - Jump’n’Run-
Klassiker auf Nintendo DS in neuer Form

Seit es überhaupt Videospiele gibt, stehen
diese beiden Brüder für Spielspaß der Ex-,
traklasse: der pfiffige Klempner Mario und
sein Bruder Luigi. In New Super Mario Bros.
lassen die beiden mit wilder Action die gu-
ten alten Zeiten des Jump’n’Run wieder auf-
leben – aber dank der innovativen Technik
des Nintendo DS in ganz neuer Form. Ninten-
do-Nostalgiker können sich also auf ein
Wiedersehen mit dem Lieblingsspiel ihrer
Kindheit freuen und Newcomer auf ein zeit-
gemäßes Remake eines der beliebtesten Vi-
deospiele aller Zeiten.

Never change a winning team! Das gilt für
Mario und Luigi; das gilt aber auch für ein
bewährtes Spielprinzip, für das sich seit
20 Jahren viele Millionen Käufer begeistert
haben. Wie einst auf dem Nintendo Enter-
tainment System (NES) haben die beiden Hel-
den ein irrwitziges Hindernisrennen zu ab-
solvieren: Gradlinig – immer von links nach
rechts oder umgekehrt – gilt es z.B. Mün-
zen, Pilze oder Feuerblumen zu sammeln, ge-
gen Bonusbehälter zu springen oder auf Geg-
ner zu hüpfen, um sie auszuschalten.

Dank der fortgeschrittenen Technik des Nin-
tendo DS erscheinen Mario und Luigi in der
zweidimensionalen Welt von New Super Mario
Bros. in dreidimensional animierter Pracht.
Anders als früher können sie sich auch zu
ungeahnter Größe aufpumpen – je nachdem,
welcher Endgegner ihnen in die Quere kommt.
Und: Ganz ohne Kabel können zwei Nintendo
DS-Spieler gemeinsam lossprinten und als
Mario und Luigi gegeneinander antreten.

Zu den altbekannten Widersachern kommen et-
liche neue, witzige Gestalten, und auch die
Möglichkeiten der Fortbewegung wurden er-
weitert: Mario und Luigi können sich jetzt
z.B. an Lianen vorwärts schwingen oder von
kleinen Wirbelstürmen forttragen lassen. Ob
in der Luft oder am Boden, ob in Schlössern
oder unter Wasser – überall gibt es ver-
steckte Höhlen und Bonuslevel oder geheime
Abkürzungen zu finden. New Super Mario
Bros. selbst dürfte einer der kürzesten We-
ge zu ungetrübtem Spielspaß sein.

Weitere Informationen zu Nintendo finden
sich im Internet unter www.nintendo-europe-
media.com.

2.219 Zeichen

Exklusiv für Nintendo DS

Genre:              Action / Jump’n’Run
Publisher:          Nintendo
Erscheinungstermin: tbc
Preis:              tbc

Frankfurt,               August 17th, 2005

Back to the future!
New Super Mario Bros. - Jump’n’Run-
classic on Nintendo DS in a new form

For as long as there have been video games,
these two brothers have been synonymous
with top-class gaming fun: the clever
plumber Mario and his brother Luigi. In New
Super Mario Bros. the two of them revive
the good old days of platformers with wild
action - but in a completely new form
thanks to the innovative technology of the
Nintendo DS. Nintendo nostalgics can
therefore look forward to a reunion with
their favorite childhood game and newcomers
to a contemporary remake of one of the most
popular video games of all time.

Never change a winning team! This is true
for Mario and Luigi, but it also applies to
a tried and tested game principle that has
delighted millions of buyers for 20 years.
Just like on the Nintendo Entertainment
System (NES), the two heroes have to
complete a crazy obstacle course: In a
straight line - always from left to right
or vice versa - they have to collect coins,
mushrooms or fire flowers, jump against
bonus boxes or jump on opponents to
eliminate them.

Thanks to the advanced technology of the
Nintendo DS, Mario and Luigi appear in the
two-dimensional world of New Super Mario
Bros. in three-dimensional animated
splendor. Unlike in the past, they can also
pump themselves up to unimagined sizes -
depending on which boss gets in their way.
And: two Nintendo DS players can sprint off
together without any cables and compete
against each other as Mario and Luigi.

The familiar adversaries are joined by a
number of new, funny characters, and the
possibilities for locomotion have also been
expanded: Mario and Luigi can now swing
forwards on lianas or be carried away by
small whirlwinds, for example. Whether in
the air or on the ground, in castles or
underwater - there are hidden caves and
bonus levels or secret shortcuts to be
found everywhere. New Super Mario Bros.
itself is probably one of the shortest
routes to unadulterated gaming fun.

Further information about Nintendo can be
found on the internet at www.nintendo-
europe-media.com.

2.219 symbols

Only for Nintendo DS

Genre:              Action / Jump’n’Run
Publisher:          Nintendo
Release date:       tbd
Price:              tbd

October#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: The original source of this screenshot isn't known aside from the fact that it was shared after the Nintendo DS Conference. Find its source.

On October 5th, 2005, Nintendo held the Autumn 2005 edition of the Nintendo DS Conference (ニンテンドーDS Conference! 2005.秋). New details for upcoming Nintendo DS titles were revealed during a presentation, with focus on Touch! Generations and Nintendo Wi-Fi Connection10. A new screenshot of New Super Mario Bros. was revealed after the presentation, though it appears the game was not playable on the showfloor11.

November#

To do:
Move notable details mentioned in the interview/text to a separate header.

On November 2nd, 2005, Weekly Famitsu released issue 883 (issue date: November 18th, 2005) covering New Super Mario Bros. and an interview with Takashi Tezuka, the game's general producer12. In a 2-page spread, new details were revealed about the game, along the screenshot from the Nintendo DS Conference, plus with new screenshots1314.

According to the interview with Takashi Tezuka, the game's multiplayer mode would've had coop features, but the primary focus was making most of this mode competitive, as it was the most fun. The winner of each round would've been decided by a number of factors, including which player hit the flagpole first, though the interview doesn't elaborate. Minigames similar to those seen in Super Mario 64 DS were also in the works when this interview was held.

For a full translation of the magazine's pages (translated by Ladios), see this page.

Screenshots#

Famitsu Scan

Final (World 4-Castle)

The first screenshot shows an early version of the Mega Goomba boss battle. It's similar to what was shown at E3 2005, featuring the same early boss room tileset, castle backgrounds, platforms, and switch. The only difference between the E3 2005 demo and this screenshot is that the shadows on the top of the Goomba's model are different.

NSMB-prerelease-Famitsu_November-screenshot_2.png

This screenshot shows an (apparent) end of this underwater Mega Unagi section. However, this doesn't resemble any part of either levels featuring the enemy in the final game (Worlds 4-3 and 8-3). (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 in most levels.)

Famitsu Scan

Final (World 8-8)

This screenshot features an early background, foreground, tileset and visuals for the falling rocks. Revised versions of this early background, foreground, and tileset still exist in the final, but go unused.

Famitsu Scan

Final (World 8-2 mini
bonus room)

This area features a mini door, similar to the one that can be found in an unused bonus room tileset in the final game, although the tileset used in the screenshot appears to be closer to the bonus room tileset used in the final, than the unused one. In the final game, 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 part of a mostly unused group of backgrounds (the first being in World 2). Judging from these details, this may be one of the earlier-created bonus rooms.

NSMB-prerelease-Famitsu_November-screenshot_5.png

This screenshot shows an early sky level, this time using the final mushroom platforms. It also shows early sky backgrounds, one of which has part of it left unused in the final game. One interesting detail is that the wireless indicator icon is on the top screen instead of the bottom screen.

NSMB-prerelease-Famitsu_November-screenshot_6.png

This screenshot showcases the underground section. Aside from the wireless indicator on the bottom left, everything here matches what was seen in the demo at E3 2005.

These screenshots demonstrate the Blue Shell power up, in what seems to be an introduction level for the power up (like World 1-4 is to the Mini Mushroom). In the final game, there is no equivalent level - Blue Shells can only be obtained from Red Flying ? Blocks and Toad Houses. Although there is a Blue Koopa in the snow-themed VS. Level. At this point in development, blue Koopas went into their shells like the red and green variants, instead of spawning the power-up once stomped on. To get said power up, you would've had to groundpound the Blue Shell.

Famitsu Scan

Nintendo / Touch-DS

Nintendo and Touch-DS released different variants of these screenshots in April and May 2006, albeit cropped, in better quality, or showing more of the stage1516.

Famitsu Scan

Final (World 3-1)

This screenshot features a different tileset and background to the final. Notably, one of the Cheep Cheeps is swimming up and down instead of a straight line. In the final game, only the coin trailing Cheep Cheep (found only in World 2-4) can do this.

Famitsu Scan

Final (World 6-1)

This final screenshot features a volcano background. It's possible that this level was meant to appear in World 8, World 6 was once a volcano world/had volcanos, or was meant to appear in the early "ancient"/volcano-themed World 4.

References#


  1. CD: "Nintendo E3 2005 Press Kit", April 28th, 2005 (Internet Archive) Redump link missing.↩︎
  2. Article: "NINTENDO WI-FI CONNECTION BOOSTS RANGE OF DS FROM YOUR HANDS TO THE WORLD", May 17th, 2005 (Nintendo Press Room) (Archive)↩︎
  3. Article: "Photo TR: E3 - Electronics Entertainment Expo", May 20th, 2005 (Theme Park Review)↩︎
  4. DVD: "E3 2005 Game Play B-Roll DVD (Disc 2)", May 12th, 2005 (Internet Archive) (Redump)↩︎
  5. Miscellaneous: "ニンテンドーDSソフト", May 17th, 2005 (Nintendo) (Archive)↩︎
  6. DVD Video: "E3 Access 2005", June 9th, 2005 (Internet Archive) (Redump)↩︎
  7. Magazine: "Nintendo Power - Issue 196" (Page 70), October 2005 (Retromags)↩︎
  8. CD: "Nintendo Nintendogs Presseinformation", August 12th, 2005 (Internet Archive) (Redump)↩︎
  9. CD: "Nintendo Christmas Press CD 2005", ? (Internet Archive) Redump link and disc date missing.↩︎
  10. Article: "ニンテンドーDS Conference! 2005.秋", October 5th, 2005 (Nintendo)↩︎
  11. Article: "DS新作ソフト&コンパニオンさんの写真集", October 16th, 2005 (All About)↩︎
  12. Article: "New Super Mario Bros scanné", November 2nd, 2005 (Gamekyo)↩︎
  13. Miscellaneous: "Game magazine With DVD) Weekly Famitsu November 18, 2005 Games", November 18th, 2005 (Surugaya)↩︎
  14. Magazine: "Weekly Famitsu - Issue 883" (Page 130/131), November 18th, 2005 (Internet Archive)↩︎
  15. Article: "New Super Mario : images et pochette", April 12th, 2006 (Gamekult)↩︎
  16. Miscellaneous: "New スーパーマリオブラザーズ", no date (Touch-DS) (Archive)↩︎