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Posted on 09-02-16, 09:45 pm (rev. 1 by  pinet on 09-02-16, 09:47 pm)


Karma: 1044
Posts: 154/200
Since: 02-02-15
review by pinet
Let's play Beta Replica 2005 Demo Level

It was a very interesting experience to have the opportunity to play this demo level.
For those who saw only a few photos or videos on the Internet, this level can now be yours.
Hiccup did an excellent job, collecting what was very little over 10 years ago and turned into a reality for the community. The care in the creation on details was quite rewarding. The level has some features that I did not understand, as the coins triggered by the switch, but are not collected. But it's not matter, because this demo earned my thumbs up.

Congratulations on the effort.

NSMB Editor: Let's play Beta Replica 2005 Demo Level

Youtube: 4 minutes


My final perspective:
Type: 1-Level Demo
Graphics: 4/5
Difficulty: 2/5
Entertainment: 4/5
Quality: 4/5
Sound: 3/5
Gameplay: 4/5
Final Media: 4/5

[] -P

This is an independent review of a member of this community. The opinions contained in this post may not be the same as the owners of this forum. The author of this post apologizes for any English mistakes. The text of this post was written on a Brazilian-English language. For this reason, some content may have different interpretations according to the player's region.

Posted on 09-03-16, 10:33 am
Birdo


Karma: 2541
Posts: 1821/2059
Since: 06-26-11
The coins are actually an unused hardcoded tile thing leftover in the game. I don't know how to make them work like in the demo, sorry.
_________________________
Will pay unspecified $ for NSMB beta.
Posted on 01-15-17, 11:17 pm
Paratroopa


Karma: 156
Posts: 158/159
Since: 05-06-14
Is the project still in dev?
Posted on 01-15-17, 11:27 pm (rev. 1 by Thierry on 01-15-17, 11:28 pm)
Once upon a time there was a tiger.

Karma: 4753
Posts: 2049/2591
Since: 01-17-13
Posted by Hiccup
The coins are actually an unused hardcoded tile thing leftover in the game. I don't know how to make them work like in the demo, sorry.


The red ones work. Just swap the pallete in the map16 and you're good.
Posted on 01-18-17, 08:23 pm
Paratroopa


Karma: 156
Posts: 159/159
Since: 05-06-14
Are we using the beta world icon from the manual screenshot or the planet looking ones ?
Posted on 04-23-17, 08:35 pm (rev. 1 by Thierry on 04-23-17, 08:36 pm)
Once upon a time there was a tiger.

Karma: 4753
Posts: 2175/2591
Since: 01-17-13
Breaking news. Someone named "thunder" said he's making a way better remake, and thoroughly insulted of this one. He said the lack of ASM was ridiculous, too. Well sorry we ain't no skawo, man.


Also Hiccup, I see you remade this whole project using only 'official' assets. But honestly



This is somewhat of a letdown.
Posted on 04-24-17, 06:23 pm
Birdo


Karma: 2541
Posts: 1967/2059
Since: 06-26-11
yeah. I could of used a fanmade tileset. I could just note in the changelog that it won't necessarily be that accurate.

P.S. could you link this other remake?
_________________________
Will pay unspecified $ for NSMB beta.
Posted on 04-24-17, 09:10 pm
Once upon a time there was a tiger.

Karma: 4753
Posts: 2176/2591
Since: 01-17-13
They didn't make said remake public, it seems. All they did was try to steal the rights for this one (or at least my releases).

A big waste of my time.


Anyway, the resource for this is scattered all over the place, so I pretty much gave up on this project. Didn't except to see it was still being worked on.
Posted on 12-16-17, 03:22 pm (rev. 1 by  dreamydude on 12-16-17, 03:28 pm)
Goomba
permanently banned: reregistering while banned

Karma: -47
Posts: 12/24
Since: 10-18-17
Posted by MarioFanatic64
I know how to change the Red Coin Ring blue!

-Go to the /enemy folder in the editor and export obj_e3_ring.nsbmd
-Open the nsbmd with a Hex Editor
-Go to offset 0x00000487 and change "31" into "32". Next, go to offset 0x00000497 and change "32" into "31". Next, go to offset 0x000004F7 and change "31" into "32". And finally, go to offset 0x00000507 and change "32" into "31".
-Save, import back into NSMB.

Orengefox taught me that little trick.


i cant import it back because it says its being edited
if it doesnt want to import because its being edited you have to restart nsmbe, i just wanted to say that becase there probably are more people that got angry with this problem

_________________________
anyways, keep doin' what youre doing
Posted on 12-17-17, 06:05 pm
Goomba
permanently banned: reregistering while banned

Karma: -47
Posts: 15/24
Since: 10-18-17
isnt it kinda old news that beta replica v1.1 2016 was released by now?

_________________________
anyways, keep doin' what youre doing
Posted on 05-04-18, 07:43 pm
Goomba


Karma: 110
Posts: 28/31
Since: 03-27-14
Ok so I haven't been on in awhile but I saw this listing on eBay and was wondering if maybe there's a download station cart out there that has a nsmb demo on it and if so, whether it might have more beta stuff for us to find.

https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.com%2Fulk%2Fitm%2F253595011460
Posted on 05-05-18, 07:40 am
Birdo


Karma: 2541
Posts: 2043/2059
Since: 06-26-11
All the known USA and Europe download play carts are dumped and don't contain a NSMB demo.

In terms of Japanese ones, the following are known to exist:
* A Japanese store kiosk demo cart of unknown build date but likely near or post final, judging by a photo of what is probably the title screen of the demo on a demo station.
* A Japanese DSi XL store kiosk demo cart of post-final build date. This would still be interesting to have to document revisional differences.
* A multi-game demo cart (forgot which one, but maybe "October 2006" or "December 2006") that contains a NSMB demo of unknown build date, but likely near or post final, judging by the artwork on the demo selection screen and the demo cart's year.
_________________________
Will pay unspecified $ for NSMB beta.
Posted on 09-16-18, 06:46 am (rev. 29 by  Alzter on 01-27-19, 03:52 am)
Goomba
In denial that someday the NSMB betas would be found since 2014

Karma: 15
Posts: 19/29
Since: 03-09-14
Can I list a bunch of ASM differences in more detail? (Does this count as a bump, if so please don't kill me)

• The idle has Mario/Luigi turning their head from left to right at 90° angles. This also happens in the item hold animation as well, which wasn't changed in the final, oddly. I believe the old idle is still in the final as the worldmap idle animation.

• Characters turn direction much slower. (About 5 frames of turning around)

• There is another, slower stage of walking. Mario's slow walk animation ended up being used in the intro, Luigi had a different one than Mario in the beta but ended up using Mario's slow walk in the intro.

• The normal walking animation from the final was used when you gained a bit more momentum. The animation used in the final game but the animation was played slower initially (at least in some builds) in the beta.
(Source: https://youtu.be/dPvVdbBvDqI?t=14s)

• The jump sound is different, it sounds nearly identical to the one in Super Mario Bros. for the NES and changes depending on if you have a mushroom or not.

• There is no transition from jumping to falling. This also applies to Mega Mushroom forms as well. Also, when the character switches to the falling animation, they switch to their hatless model and their hat spawns on top of them and gradually gains a vertical offset.

• Yellow/orange star shaped particles emit from the players upon getting hit or colliding with another player. Also, the animation for a player being stomped is just the crouch animation. Players do not fall upon being stomped like in the final.
(Source: https://youtu.be/WaOJEReEhIo?t=18s)

• Players don't glow rainbow when they have the Star.

• There are no particles when a character obtains a Mega Mushroom.

• Mega Mario uses normal Mario's falling animation in the 2005 trailer: (https://youtu.be/WaOJEReEhIo?t=35s), but uses his final falling animation in the beta kiosk gameplay footage here: (https://youtu.be/Ie46F2gwBfA?t=3m23s) Perhaps the playable kiosks had a later build than that of the trailer?

• Mega Mario isn't viewed from the side like the final. He's viewed a bit more toward the camera like normal Mario. Also his idle is probably the same as non mega characters.

• Mega Mario's walk is similar to the final but the arm animation is different and the walking animation speeds up depending on your velocity.
(Source: https://youtu.be/Ie46F2gwBfA?t=3m26s)

Mega Mario can kick and punch. Note: Mario seems to tilt his head a little more in the kick here: (https://youtu.be/WaOJEReEhIo?t=35s) as compared to here: (https://youtu.be/Ie46F2gwBfA?t=3m35s)

• Characters do a flip when bouncing off each other. This flip is identical to the flip they do jumping off the flagpole.
(Source: https://youtu.be/WaOJEReEhIo?t=18s)

• Characters can cancel wall-cling into ground-pound. Also, there are animations for consecutive wall-jumping.
(Source: https://youtu.be/Ie46F2gwBfA?t=2m9s)

• Characters can perform the SM64 triple jump / consecutive jump. The second jump animation was used as the first enemy chain animation.
(Source: https://youtu.be/Ie46F2gwBfA?t=16s)

• There also seems to be another sort of consecutive jump which looks similar to the triple jump variations in the NSMB sequels
(Source: https://youtu.be/Ie46F2gwBfA?t=2m27s) Note: The final triple jump can also be performed, as seen in the 2005 trailer.

• Characters can perform some sort of forward side somersault.
(Source: https://youtu.be/Ie46F2gwBfA?t=23s)

• Characters move on ceiling ropes much slower.
(Source: https://youtu.be/Ie46F2gwBfA?t=1m16s)

• The end of course flag is a flat red flag that faces right and uses a normal block at the bottom.

• The end castle is missing.

• The flag slide sound effect sounds different, and the victory theme starts earlier.
(Source: https://youtu.be/Ie46F2gwBfA?t=3m46s)

• During the victory animation the camera zooms much father in to Mario than in the final. After the victory animation, rather than the camera zooming out, it just pans slowly to the right as the player walks to the right while a cutout of Mario's head zooms out at the center of the screen. Also, Mario doesn't say anything when doing his victory animation.
(Source: https://youtu.be/Ie46F2gwBfA?t=3m51s)

• The victory animation after beating a castle boss is different. (https://youtu.be/j01eGxUFNfU?t=19s) A different variation is found here: (https://youtu.be/Ie46F2gwBfA?t=3m14s) suggesting it was changed at some point.

• Not only do power up state changes not freeze time, they don't use the stretching effect like in the final game and instead just flash between the big and small character models. (Source: https://youtu.be/Ie46F2gwBfA?t=2m48s)

• Upon touching a checkpoint ring, it awards 1000 points, turns red, and awards a checkpoint. It also makes a different sound, which sounds like a pitched down version of the 'item get' sound.
(Source: https://youtu.be/L16AxOA9qgo?t=1m9s)

• The font for points is identical, but floating point awards have a sparkle particle effect when disappearing.
(Source: https://youtu.be/Ie46F2gwBfA?t=1s)

• The sound for a P-Switch being hit is the same sound as one appearing in the final.
(Source: https://youtu.be/Ie46F2gwBfA?t=2m34s)

• Stomping an enemy makes the squish sound from SM64DS play and the jump sound.
(Source: https://youtu.be/WaOJEReEhIo?t=10s)

• Spindrifts from Super Mario 64 are seen here, they act like springboards that disappear and emit coins when jumped on.
(Source: https://youtu.be/WaOJEReEhIo?t=47)

• The drill stomp has no particle or sound effect associated with it, and is cancellable (likely by letting go of down or pressing up).
(Source: https://youtu.be/MeD5YIoHvVs?t=1m11s)

• Big Dry Bones can be taken down just by being stomped rather than ground-pounded like in the final.
(Source: https://youtu.be/AZS21dde4VY?t=6)

• The touchscreen UI in the E3 2005 trailer of NSMB looks different to the kiosk gameplay and screenshots of that year. In the trailer the text "score" and "no item" is grey, while in other screenshots and kiosk gameplay the "score" text is blue and the "no item" text is brown. Also exclusive to the trailer is an icon to the left of the coins and timer that looks like a front facing version of either Mario or Luigi's head depending on the player, with a number below it. I assume that this was most likely a lives counter.

By the way, Is this project still alive? And if so, is there any way I can contribute?
I'm quite good with GIMP, pixel art and image modification. Not so good with NSMB hacking though.

EDIT: A lot of the beta animations are still in the final game, I made a video featuring them here:
https://youtu.be/WEO2evDPtHw
Posted on 01-24-19, 01:16 pm (rev. 5 by  Alzter on 01-26-19, 02:16 am)
Goomba
In denial that someday the NSMB betas would be found since 2014

Karma: 15
Posts: 21/29
Since: 03-09-14
I noticed that most of the UI rips of the beta are from beta screenshots and look a bit grainy, so I traced over the screenshots to make the art look smooth. There's probably more colours than the DS can handle, but eh.

Also sorry for necroposting.
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