List of Super Mario Bros. 3 pre-release and unused content: Difference between revisions

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This article pertains to the [[beta elements]] of ''[[Super Mario Bros. 3]]'' and its remake, ''[[Super Mario Bros. 3#Super Mario Advance 4: Super Mario Bros. 3|Super Mario Advance 4: Super Mario Bros. 3]]''.
{{italic title|List of ''Super Mario Bros. 3'' pre-release and unused content}}
This is a list of pre-release and unused content for the game ''[[Super Mario Bros. 3]]''. For pre-release and unused content pertaining to the remake, ''[[Super Mario Advance 4: Super Mario Bros. 3]]'', see [[List of Super Mario Advance 4: Super Mario Bros. 3 pre-release and unused content|List of ''Super Mario Advance 4: Super Mario Bros. 3'' pre-release and unused content]].
==Early ideas==
At the beginning of production, the development team of ''Super Mario Bros. 3'' wanted the game to use an overhead, isometric view<ref name="Nintendo Topics">Brian (November 06, 2016). [http://nintendoeverything.com/miyamoto-tezuka-kondo-on-super-mario-bros-3-scrapped-overhead-perspective-power-ups-music-more/2/ Miyamoto, Tezuka, Kondo on Super Mario Bros. 3 – scrapped overhead perspective, power-ups, music, more]. ''Nintendo Everything''. Retrieved June 09, 2017</ref>. The developers found that it was difficult to balance the platforming gameplay around this perspective, leading them to abandon the idea. Several graphical elements of the final ''Super Mario Bros. 3'' were influenced by the original direction, such as the black and white checkered floor on the title screen<ref name="Nintendo Topics"></ref>.


==''Super Mario Bros. 3'' Beta elements==
Designers considered a power-up to turn [[Mario]] into a [[Wikipedia:Centaur|Centaur]] (half-man, half-horse), although this was rejected before being implemented into the game.<ref>''Designing a game in the Super Mario Bros. series is certainly different than creating one based on all new characters, but it is just as challenging. The difficult task is to make familiar characters seem fresh.<br>In each of the previous SMB games, Mario gained new power-ups. So in SMB 3, Mr. Miyamoto and the other designers wanted to invent another new, interesting way for Mario to power-up. Their initial ideas tended toward having Mario turn into some sort of creature. A concept that was rejected was having Mario power-up as a Centaur (half man, half horse). The idea that they finally settled on was to give Mario a tail and the ability of flight. Their first tail concept, that of a Racoon tail, was the one that finally stuck.<br>″I′m sorry to say there isn′t a funny story behind why we chose the Racoon tail,″ Miyamoto remarked. ″We thought the Racoon tail worked best from a practical point of view and it fit right in with Mario′s style. It also created some great new game play possibilities.″'' - Nintendo Power Volume 10, page 21</ref>
[[File:Smb3 gcheep ani.gif|thumb|A gold [[Cheep Cheep]].]][[File:Smb3 gparabeetle ani.gif|thumb|A green [[Para-Beetle]].]]
There were going to be two new [[enemies]] called '''Gold Cheep Cheep''' (a golden version of a [[Cheep-Cheep]]), and '''Green Para-Beetles''' (green colored [[Para-Beetle]]s). The Gold Cheep Cheeps would come in groups and swim faster than regular Cheep-Cheeps and the Green Para-Beetle is a green Para-Beetle that flies faster than normal ones, Gold Cheep-Cheeps appeared in ''[[New Super Mario Bros. Wii]]'' as smaller versions traveling around in schools. ''The game coding reveals an item-sized [[Toad (species)|Toad]] icon among some of the game's suits; this is interpreted by several as a sort of "Toad Suit", although it makes no changes to gameplay when granted to Mario.'' - This has been recently proven to actually be a Hammer Suit with palette errors, and appears clearly in a "?" block in 7-8, giving Mario the Hammer Suit. <ref>[http://themushroomkingdom.net/board/index.php?topic=12446.0 The Mushroom Kingdom] Accessed 25 March 2009</ref> Designers also considered a power-up to turn Mario into a Centaur (half-man, half-horse), although this was rejected (Tilden 1990, 21).


[[Koopa Troopa]]s and [[Hammer Bros.]] were going to host two mini-games. The mini-games were a Dice Block game and a Question Block game. These mini-games and their hosts seem to have been replaced by [[Toad]]. However, it could also be possible that they were all around at the same time, but all got scrapped except for one due to memory size.
==Early builds==
[[File:Koopahost SMB3.png|thumb|left]]
[[File:Hammerbrohost SMB3.png|thumb]]
As seen in early screenshots, [[Koopa Troopa]]s and [[Hammer Bro]]thers were going to host two mini-games. The [[minigame]]s were a Question Block and a dice game respectively, which also would have marked the first ''Super Mario'' game to have the Koopas standing on two feet instead of all fours. These minigames and their hosts seem to have been replaced by [[Toad]]. An early build of the game was previewed in a promotional VHS tape coming with the September 1988 edition of the magazine ''Famimaga''.<ref>http://www.youtube.com/watch?v=ov8A5tz8MU0</ref> The preview shows several levels unused in the final game, a different sprite for the [[Hard Block|Wood Block]] and a slightly different status bar.  


Finally, fifteen extra levels exist within the coding of ''Super Mario Bros. 3''. Some of these are strange and unique, while others bear much resemblance to levels in the final version and were very likely redone as those. Also, the back of the box of some early copies of ''Super Mario Bros. 3'' depicts Mario traversing a hilly grassland stage with tons of Para-Beetles and two [[Note Block]]s about. This particular stage is not any of the lost ones present on the cartridge, nor is it in the final game. It could even be a press mock-up from [[Nintendo]]. The "special" boxes also feature a beta map of [[Grass Land]].
The back of the box of some early copies of ''Super Mario Bros. 3'' depicts Mario traversing a hilly grassland stage with many Para-Beetles and two [[Note Block]]s. This particular stage is not any of the lost ones present on the cartridge, nor is it in the final game. These boxes also feature an early map of [[Grass Land]].


<center><gallery>
These are the differences between the early and final map of Grass Land:
Image:Koopahost_SMB3.png|<center>A Koopa Troopa hosting an item mini-game in ''[[Super Mario Bros. 3]]''.
Image:hammer.gif|<center>A Hammer Bro. hosting a card mini-game in ''[[Super Mario Bros. 3]]''.
Image:toad.gif|<center>''Super Mario Bros. 3'''s "Toad Suit" as it appears in the game's programming.
Image:SMBBETA1.png|<center>Unused Mario sprites.
Image:Super_Mario_Bros._3_Beta_Sprite.PNG|<center>Unused castle sprites.
Image:SMBBETA3.png|<center>More unused Mario sprites.
File:SMB3Beta1.gif|<center>Unused sprites of spikes and a wheel.
File:SMB3Beta2.gif|<center>Unused underwater propeller.
</gallery></center>


==''Super Mario Advance 4'' Beta elements==
* World 1-3's level tile is in where the level tile of World 1-4 is in the final version, and World 1-4's level tile is lined up with the [[Toad House]] in the early map and not World 1-3's level tile.
===Logo===
[[File:Sma4betalogo.jpg|thumb|right|The beta logo for the game.]]
The logo had a very few differences to the current logo.


===Map Icons===
* The [[Spade Panel]] tile is on the left of the fortress, instead of being on the right of the fortress in the final version.
[[File:SMA4SledgeIcon.png|frame|left]]
An icon of a [[Sledge Bro.]] was supposed to be used for the Map but was taken out.


===Unused E-Reader Items===
{{br|right}}
[[File:SMA4GreySwitch.png|frame|left]]
A Grey Switch was found in the game's codings. It was taken out for unknown reasons.


===Gameplay===
==Unused data==
Not much is different to the gameplay, but there is a different version of showing how many A Coins can be collected in the HUD.
===Levels===
Fifteen unused levels exist within ''Super Mario Bros. 3''. Some of these are unique, while others bear much resemblance to levels seen in the final version. They can be accessed via Game Genie codes/cheats.
{{wide image|SMB3 Unused Level 1.png|500|The first unused level}}
The first unused level resembles a plainer version of [[World 5-3 (Super Mario Bros. 3)|World 5-3]]. The only enemies found are [[Shoe Goomba|Kuribo's Goombas]] and [[Spiny|Spinies]]. It has multiple colored semisolid platforms and more [[Brick Block]]s.
{{wide image|SMB3 Unused Level 2.png|500|The second unused level}}
The second unused level slightly looks like [[World 3-9 (Super Mario Bros. 3)|World 3-9]]. The enemies found are [[Piranha Plant]]s, [[Koopa Troopa]]s, [[Cheep Cheep|Cheep-Cheeps]], and [[Blooper Nanny|Bloobers with kids]]. The level can only be cleared with a [[Lakitu's Cloud]], found inside a chest in [[Coin Heaven]]. The player must then use the Lakitu's Cloud to fly over the [[Hard Block]]s.
{{wide image|SMB3 Unused Level 3.png|500|The third unused level}}
The third unused level is similar to [[World 7-3 (Super Mario Bros. 3)|World 7-3]]. The enemies found are a Kuribo's Goomba, [[Lakitu]]s, and [[Pile Driver Micro-Goomba]]s. Coin Heaven can be accessed by hitting a pink [[Note Block]]. There is a single stray coin floating in the sky.
{{wide image|SMB3 Unused Level 4.png|500|The fourth unused level}}
The fourth unused level resembles [[World 1-5 (Super Mario Bros. 3)|World 1-5]] although slightly harder. The enemies found are [[Buzzy Beetle]]s, Piranha Plants, [[Fire Piranha Plant|Venus Fire Traps]], and Koopa Troopas. All [[Warp Pipe]]s contain either a Piranha Plant or a Venus Fire Trap.
{{wide image|SMB3 Unused Level 5.png|500|The fifth unused level}}
The fifth unused level is a collection of [[Tanooki Suit]] bonus rooms. It does not have any enemies.
{{wide image|SMB3 Unused Level 6.png|500|The sixth unused level}}
The sixth unused level does not resemble anything in particular. The enemies found are Cheep-Cheeps, [[Flame Chomp|Fire Chomp]]s, [[Lil Sparky|Lil Sparkies]], and [[Koopa Paratroopa]]s. There is a [[lift]] and a floating semisolid platform near the end.
{{wide image|SMB3 Unused Level 7.png|500|The seventh unused level}}
The seventh unused level slightly looks like [[World 7-4 (Super Mario Bros. 3)|World 7-4]]. The enemies found are [[Jelectro]]s, Cheep-Cheeps, Bloobers with kids, Koopa Troopas, Koopa Paratroopas, [[Muncher]]s, and [[Boomerang Bro]]s. The power-up at the beginning is impossible to collect. This level includes the unused tan versions of Cheep-Cheeps.
{{wide image|SMB3 Unused Level 8.png|100|The eighth unused level}}
The eighth unused level does not resemble anything in particular. The player must swim up the waterfalls to reach to end, although the level has no proper ending. No enemies can be found in this level.
{{wide image|SMB3 Unused Level 9.png|500|The ninth unused level}}
The ninth unused level does not resemble anything in particular. The enemies found are Koopa Troopas, Fire Chomps, and a Lakitu.
{{wide image|SMB3 Unused Level 10.png|250|The tenth unused level}}
The tenth unused level resembles a Coin Heaven. The only enemies there are Koopa Troopas.
{{wide image|SMB3 Unused Level 11.png|500|The eleventh unused level}}
The eleventh unused level heavily resembles [[World 1-6 (Super Mario Bros. 3)|World 1-6]]. The enemies found are Koopa Troopas, Koopa Paratroopas, [[Paragoomba]]s, Goombas, and [[Mini Goomba|Micro Goombas]]. It does not have any lifts on tracks.
{{wide image|SMB3 Unused Level 12.png|300|The twelfth unused level}}
The twelfth unused level also is similar to World 1-6, but more unfinished. The enemies found are Koopa Troopas and Koopa Paratroopas.
{{wide image|SMB3 Unused Level 13.png|300|The thirteenth unused level}}
The thirteenth unused level is exactly the same as the twelfth except everything is one block lower.
{{wide image|SMB3 Unused Level 14.png|500|The fourteenth unused level}}
The fourteenth unused level does not resemble anything in particular. It does not have any enemies. There is an unused starry background at the top.
{{wide image|SMB3 Unused Level 15.png|500|The fifteenth unused level}}
The fifteenth unused level is most likely a test level. The only enemy found is a [[Hammer Bro]]. There is an inactive [[Bill Blaster]] and unused stacked clouds. The level is ended by opening the chest.
{{wide image|SMB3 Unused 2 Player Level.png|200|The unused two-player level}}
This level is most likely intended for two-player versus mode.
{{wide image|SMB3 Unused World 7 Hammer Bro Level.png|200|World 7's Hammer Bro level}}
[[World 7 (Super Mario Bros. 3)|World 7]] has an unused Hammer Bro level with two Hammer Bros.
{{wide image|SMB3 Unused Secret Exit.png|500|An unused secret exit}}
An unused secret exit exists towards the right of [[World 4-5 (Super Mario Bros. 3)|World 4-5]]'s Tanooki Suit room.


===Other===
===Graphics===
[[Image:SMA4_248C98.png|thumb]]
<gallery>
Found among the game's internal data are some uncompressed ''[[Super Mario World]]'' graphics. This is odd, as graphics in modern Video Games are almost always compressed, since they can consume a lot of space. The probable reason for their decompression is that ''Super Mario World''<nowiki>'</nowiki>s graphics are 3-bit, making them fairly "light" on space requirements. The graphics found were the following.
SMBBETA1.png|Mario sprites intended for minigames
SMB3 Hammer Mario Sliding.png|A frame of [[Hammer Mario]] sliding; this can be seen in-game with a glitch
SMB3FrogMarioFront.png|An alternate front-facing frame of [[Frog Mario]]
SMB3ToadStatue.png|An alternate sprite of [[Toad]]
Smb3 gcheep ani.gif|A tan version of a Cheep-Cheep
Smb3 gparabeetle ani.gif|A green version of a [[Para-Beetle]]
SMB3PBall.png|An unused "P-Ball" sprite
SMB3SmallOpenChest.png|A sprite of an open [[Treasure Chest]]
SMB3MapMarioLeft.gif|Map animation of Mario walking to the side
SMB3MapMarioUp.gif|Map animation of Mario walking up
SMB3 Unused Castle Sprite.png|Unused [[Castle]] sprite
SMB3 Unused Castle Defeat Sprite.png|Unused defeated Castle sprite
SMB3QuestionMark.png|A question mark meant for the world map
SMB3Skull.png|A skull meant for the world map
SMB3 Unused Clump Bush Sprite.png|A clump of bushes
SMB3 Early Cloud Sprite.png|An early sprite for the clouds
SMB3PipeConnector.png|A breakable pipe connector found in the desert tileset
SMB3 Broken Pipe Block.png|The broken version of the pipe connector
SMB3 Unused Platform.png|A light blue platform found in the desert tileset
SMB3SandPillar.png|A background pillar found in the desert tileset
SMB3 Unused Chain.png|A chain object found in the desert tileset
SMB3SandBlock.png|A sandstone block found in the desert tileset
CHB124SMB3UnusedDesertEX.png|A ladder and brick design found in the desert tileset
SMB3Beta2.gif|An unused propeller found in the underwater tileset
SMB3UnusedDungeon.png|An unused frame of some sort found in the castle tileset, possibly meant for the top of the door in the [[Bowser]] fight
SMB3Beta1.gif|Unused sprites of spikes and a wheel found in the [[Dark Land]] tileset
SMB3UnusedBlock.png|An unused block found in the versus mode tileset
SMB3 Unused Goomba Closed Eyes.png|A Goomba with closed eyes that was meant to appear in the ending sequence
</gallery>


*One of the animation frames for [[Bowser]]'s [[Clown Car]].
===Mechanics===
*Three frames of [[Koopa Troopa]]'s walking animation.
The [[Spade Panel|Spade]] card minigame originally featured an invisible wild card which would match one of the cards already drawn by the player<ref name="TCRF">The Cutting Room Floor (June 09, 2017). [https://www.youtube.com/watch?v=saEINu54XB8 The Unused Wild Card in Super Mario Bros. 3]. ''YouTube''. Retrieved June 09, 2017</ref>. If matched with itself, the wild card acts as a 20-coins card. On boards with an uneven number of wild card, the mechanic would make the minigame unwinnable as the wild card leave one card unmatchable<ref name="TCRF"></ref>. The code for the wild card was retained in ''[[Super Mario All-Stars]]''<ref name="TCRF"></ref>.
*Two frames of [[Goomba (Super Mario World)|Goomba]]'s walking animation.
*The Nintendo Presents logo from the beginning of the game.
*The font used for the HUD, used to write out this text string: 0123456789:VER./
 
It's probably worth noting that none of these graphics are anywhere near each other in ''Super Mario World,'' although 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 compiled into the game by mistake, possibly while coding something else.
 
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''<nowiki>'</nowiki>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, e. g. 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 HUD, is located in GFX28.
 
;Beta sprites
[[Image:Sma4_enemies-4.png|thumb|right|All sprites in ''Super Mario Advance 4''. Some are unused.]]
*SMB3 NES [[Spiny Cheep Cheep]]. This was used in the Japan-only E-reader level Classic 2-2.
*[[Dolphin]]s (SMA2) Unused
*[[Fishbone]] (SMA2) Unused
*[[Yoshi]]'s Fireballs (SMA2, Giant New Appearance, from when Yoshi spits out a Red Shell, and also a Giant version, probably 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. <ref>[http://www.youtube.com/watch?v=rJvZnRP5HTk YouTube - SMA4, UpaLuppa's (Continued) Demo of Beta / Unused Stuff on ROM! - Flutter from SMW2:YI]</ref>
*[[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'').
Also, the [[Para-Goomba]] (SMA2), the [[Para Bob-omb]] (based off of its SMW appearance with the SMA4 bob-ombs), and the [[Porcu-Puffer]] are in the game, fully scripted.<ref>[http://www.youtube.com/watch?v=cDGsAjHrjbk SMA4 - Forest of Fear!]</ref>


==References==
==References==
{{TCRF}}
<references/>  
<references/>  
<br clear=all>
{{Pre-release and unused content}}
{{BetaElements}}
{{SMB3}}
[[Category:Beta elements|Super Mario Bros. 3]]
[[Category:Pre-release and unused content|Super Mario Bros. 3]]
[[Category:Super Mario Bros. 3|*]]

Latest revision as of 11:27, May 8, 2024

This is a list of pre-release and unused content for the game Super Mario Bros. 3. For pre-release and unused content pertaining to the remake, Super Mario Advance 4: Super Mario Bros. 3, see List of Super Mario Advance 4: Super Mario Bros. 3 pre-release and unused content.

Early ideas[edit]

At the beginning of production, the development team of Super Mario Bros. 3 wanted the game to use an overhead, isometric view[1]. The developers found that it was difficult to balance the platforming gameplay around this perspective, leading them to abandon the idea. Several graphical elements of the final Super Mario Bros. 3 were influenced by the original direction, such as the black and white checkered floor on the title screen[1].

Designers considered a power-up to turn Mario into a Centaur (half-man, half-horse), although this was rejected before being implemented into the game.[2]

Early builds[edit]

Koopahost SMB3.png
The Hammer Bro host.

As seen in early screenshots, Koopa Troopas and Hammer Brothers were going to host two mini-games. The minigames were a Question Block and a dice game respectively, which also would have marked the first Super Mario game to have the Koopas standing on two feet instead of all fours. These minigames and their hosts seem to have been replaced by Toad. An early build of the game was previewed in a promotional VHS tape coming with the September 1988 edition of the magazine Famimaga.[3] The preview shows several levels unused in the final game, a different sprite for the Wood Block and a slightly different status bar.

The back of the box of some early copies of Super Mario Bros. 3 depicts Mario traversing a hilly grassland stage with many Para-Beetles and two Note Blocks. This particular stage is not any of the lost ones present on the cartridge, nor is it in the final game. These boxes also feature an early map of Grass Land.

These are the differences between the early and final map of Grass Land:

  • World 1-3's level tile is in where the level tile of World 1-4 is in the final version, and World 1-4's level tile is lined up with the Toad House in the early map and not World 1-3's level tile.
  • The Spade Panel tile is on the left of the fortress, instead of being on the right of the fortress in the final version.

Unused data[edit]

Levels[edit]

Fifteen unused levels exist within Super Mario Bros. 3. Some of these are unique, while others bear much resemblance to levels seen in the final version. They can be accessed via Game Genie codes/cheats.

The first unused level
The first unused level

The first unused level resembles a plainer version of World 5-3. The only enemies found are Kuribo's Goombas and Spinies. It has multiple colored semisolid platforms and more Brick Blocks.

The second unused level
The second unused level

The second unused level slightly looks like World 3-9. The enemies found are Piranha Plants, Koopa Troopas, Cheep-Cheeps, and Bloobers with kids. The level can only be cleared with a Lakitu's Cloud, found inside a chest in Coin Heaven. The player must then use the Lakitu's Cloud to fly over the Hard Blocks.

The third unused level
The third unused level

The third unused level is similar to World 7-3. The enemies found are a Kuribo's Goomba, Lakitus, and Pile Driver Micro-Goombas. Coin Heaven can be accessed by hitting a pink Note Block. There is a single stray coin floating in the sky.

The fourth unused level
The fourth unused level

The fourth unused level resembles World 1-5 although slightly harder. The enemies found are Buzzy Beetles, Piranha Plants, Venus Fire Traps, and Koopa Troopas. All Warp Pipes contain either a Piranha Plant or a Venus Fire Trap.

The fifth unused level
The fifth unused level

The fifth unused level is a collection of Tanooki Suit bonus rooms. It does not have any enemies.

The sixth unused level
The sixth unused level

The sixth unused level does not resemble anything in particular. The enemies found are Cheep-Cheeps, Fire Chomps, Lil Sparkies, and Koopa Paratroopas. There is a lift and a floating semisolid platform near the end.

The seventh unused level
The seventh unused level

The seventh unused level slightly looks like World 7-4. The enemies found are Jelectros, Cheep-Cheeps, Bloobers with kids, Koopa Troopas, Koopa Paratroopas, Munchers, and Boomerang Bros. The power-up at the beginning is impossible to collect. This level includes the unused tan versions of Cheep-Cheeps.

The eighth unused level
The eighth unused level

The eighth unused level does not resemble anything in particular. The player must swim up the waterfalls to reach to end, although the level has no proper ending. No enemies can be found in this level.

The ninth unused level
The ninth unused level

The ninth unused level does not resemble anything in particular. The enemies found are Koopa Troopas, Fire Chomps, and a Lakitu.

The tenth unused level
The tenth unused level

The tenth unused level resembles a Coin Heaven. The only enemies there are Koopa Troopas.

The eleventh unused level
The eleventh unused level

The eleventh unused level heavily resembles World 1-6. The enemies found are Koopa Troopas, Koopa Paratroopas, Paragoombas, Goombas, and Micro Goombas. It does not have any lifts on tracks.

The twelfth unused level
The twelfth unused level

The twelfth unused level also is similar to World 1-6, but more unfinished. The enemies found are Koopa Troopas and Koopa Paratroopas.

The thirteenth unused level
The thirteenth unused level

The thirteenth unused level is exactly the same as the twelfth except everything is one block lower.

The fourteenth unused level
The fourteenth unused level

The fourteenth unused level does not resemble anything in particular. It does not have any enemies. There is an unused starry background at the top.

The fifteenth unused level
The fifteenth unused level

The fifteenth unused level is most likely a test level. The only enemy found is a Hammer Bro. There is an inactive Bill Blaster and unused stacked clouds. The level is ended by opening the chest.

The unused two-player level
The unused two-player level

This level is most likely intended for two-player versus mode.

World 7 has an unused Hammer Bro level with two Hammer Bros.

An unused secret exit

An unused secret exit exists towards the right of World 4-5's Tanooki Suit room.

Graphics[edit]

Mechanics[edit]

The Spade card minigame originally featured an invisible wild card which would match one of the cards already drawn by the player[4]. If matched with itself, the wild card acts as a 20-coins card. On boards with an uneven number of wild card, the mechanic would make the minigame unwinnable as the wild card leave one card unmatchable[4]. The code for the wild card was retained in Super Mario All-Stars[4].

References[edit]

  1. ^ a b Brian (November 06, 2016). Miyamoto, Tezuka, Kondo on Super Mario Bros. 3 – scrapped overhead perspective, power-ups, music, more. Nintendo Everything. Retrieved June 09, 2017
  2. ^ Designing a game in the Super Mario Bros. series is certainly different than creating one based on all new characters, but it is just as challenging. The difficult task is to make familiar characters seem fresh.
    In each of the previous SMB games, Mario gained new power-ups. So in SMB 3, Mr. Miyamoto and the other designers wanted to invent another new, interesting way for Mario to power-up. Their initial ideas tended toward having Mario turn into some sort of creature. A concept that was rejected was having Mario power-up as a Centaur (half man, half horse). The idea that they finally settled on was to give Mario a tail and the ability of flight. Their first tail concept, that of a Racoon tail, was the one that finally stuck.
    ″I′m sorry to say there isn′t a funny story behind why we chose the Racoon tail,″ Miyamoto remarked. ″We thought the Racoon tail worked best from a practical point of view and it fit right in with Mario′s style. It also created some great new game play possibilities.″
    - Nintendo Power Volume 10, page 21
  3. ^ http://www.youtube.com/watch?v=ov8A5tz8MU0
  4. ^ a b c The Cutting Room Floor (June 09, 2017). The Unused Wild Card in Super Mario Bros. 3. YouTube. Retrieved June 09, 2017