List of Super Mario Advance 4: Super Mario Bros. 3 pre-release and unused content

These are the beta elements of Super Mario Advance 4: Super Mario Bros. 3. For the beta elements pertaining to the original Super Mario Bros. 3, see here.

Early builds
In the trailer at E3 2003, the logo looked slightly different to the one seen in the final game. Footage showed that the background had horizontal parallax scrolling, but this was removed in most levels except for underground and airships. The layers still scroll vertically though. The way A-coins were indicated in the status bar changed between the beta and the final release versions.

Unused data
Grey Switches of varying sizes were found in the game's graphics as an e-Reader object. It was taken out for unknown reasons. There are also pressed versions of the switches that are unused. Many unused enemy graphics were also found in the game's code. The include:


 * Dolphins (SMA2) Unused
 * Fishbone (SMA2) Unused
 * Yoshi's Fireballs (SMA2, larger, new appearance, from when Yoshi spits out a Red Shell. There is also a Giant version, possibly to be caused by spitting out a Red Gargantua Koopa Troopa Shell.)
 * Flutter (SMA3) (Unused) This Enemy is fully scripted and acts like the Super Mario Advance 2 Wigglers.
 * Fuzzy (SMA2) (Unused)
 * Unused Boo graphics from Super Mario World 2: Yoshi's Island (note that those aren't the actual Boo graphics from Yoshi's Island, but unused ones that were unused in both Yoshi's Island and Super Mario Advance 4).

The Para-bomb (based off of its SMW appearance with the SMA4 Bob-ombs), and the Porcupuffer are in the game. Both are fully functional.

Also found in the game was an Arrow Lift. The Arrow Lift was slightly different to the ones found in Yoshi's Island. Updated sprites of the Gold Cheep Cheep and Green Parabeetle were found too. Both enemies were supposed to appear in Super Mario Bros. 3 but never appeared.

There are switch effects not used in the game itself, nor were they sold through E-Reader cards. These effects include a card that lets blocks with 1-Up Mushrooms spawn three mushrooms instead of one, a card that assists players when the player falls into a bottomless pit, with the width of the blocks decreasing one at a time, and a card that gives Boom Boom and the Koopalings double health.

Super Mario World graphics
Found among the game's graphics are some uncompressed Super Mario World graphics. Most Game Boy Advance games have compressed graphics, so it is unexpected that these graphics would be uncompressed. The likely reason is that Super Mario World's graphics are 3-bit, making them lighter on space requirements. The graphics found were the following:


 * One of the animation frames for Bowser's Clown Car.
 * Three frames of Koopa Troopa's walking animation.
 * Two frames of a Goomba's walking animation.
 * The Nintendo Presents logo from the beginning of the game. This is actually used in the final game, however it's using a compressed one.
 * The font used for the status bar, laid out as 0123456789:VER./

None of these graphics within the game's code are found anywhere near each other in Super Mario World. They are right next to each other in Super Mario Advance 4; it's not known whether these are a true beta element, or random data that was mistakenly compiled into the game. Using Lunar Magic, a popular hacking tool for Super Mario World, and YYCHR, a graphics hacking tool for various game ROMs, can prove the fact that these graphics aren't anywhere near each other, with the exception of the Koopa and Goomba graphics. Extracting all of Super Mario World's graphics from the ROM splits the graphics into different files with a .bin extension, labeled from GFX00 to GFX33 (the numbers are labeled in hex, eg. GFX 0E). When opened with YYCHR, the "Nintendo Presents" gfx are located in GFX00, the Koopa Troopa's and Goomba's walking animations are located in GFX01. Bowser's Koopa Clown Car sprite tiles are located in GFX21, and the font for the status bar, is located in GFX28.