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

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{{italic title|List of ''Super Mario Advance 4: Super Mario Bros. 3'' pre-release and unused content}}
{{italic title|List of ''Super Mario Advance 4: Super Mario Bros. 3'' pre-release and unused content}}
This is a list of pre-release and unused content for the game ''[[Super Mario Advance 4: Super Mario Bros. 3]]''. For pre-release and unused content pertaining to the original ''[[Super Mario Bros. 3]]'', see [[List of Super Mario Bros. 3 pre-release and unused content|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 Advance 4: Super Mario Bros. 3]]''. For pre-release and unused content pertaining to the original ''[[Super Mario Bros. 3]]'', see [[List of Super Mario Bros. 3 pre-release and unused content|List of ''Super Mario Bros. 3'' pre-release and unused content]].
==Early builds==
==Early builds==
[[File:Sma4betalogo.jpg|thumb|right|The original logo for the game.]]
[[File:SMA4 E3 Logo.jpg|thumb|The original logo for the game.]]
In the trailer at E3 2003, the logo looked slightly different to the one seen in the final game. The 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 this build and the final release versions. Also, like previous versions of ''Super Mario Bros. 3'', the trill sound when regular, small, Fire or Hammer Mario runs at full speed is the same as that of Raccoon and Tanooki Mario. In the final version this was replaced with a lower trill sound while Raccoon and Tanooki Mario still have the original trill sound. Additionally, there were no voice samples in the trailer.
In the trailer at E3 2003, the logo looked slightly different to the one seen in the final game. The 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 [[Advance Coin]]s were indicated in the status bar changed between this build and the final release versions. Also, like previous versions of ''Super Mario Bros. 3'', the trill sound when [[Small Mario|Small]], [[Super Mario (form)|Super]], [[Fire Mario|Fire]] or [[Hammer Mario]] runs at full speed is the same as that of Raccoon and Tanooki Mario. In the final version this was replaced with a lower trill sound while [[Raccoon Mario|Raccoon]] and [[Tanooki Mario]] still have the original trill sound. Additionally, there were no voice samples in the trailer.
{{br|right}}
{{br|right}}


==Unused data==
==Unused data==
[[File:SMA4GreySwitch.png|frame|left]]
[[File:SMA4GreySwitch.png|frame|left]]
[[File:Sma4_enemies-4.png|frame|Unused enemy sprites.]]
[[File:SMA4 Unused Enemies Sprites.png|frame|Unused enemy sprites.]]
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:
Gray 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:
{{br|left}}
{{br|left}}
*[[Dolphin]]s (''[[Super Mario World: Super Mario Advance 2|SMA2]]'') Unused
*[[Dolphin]]s (''[[Super Mario World: Super Mario Advance 2|SMA2]]'') Unused
*[[Fish Bone]] (''SMA2'') Unused
*[[Fish Bone|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 [[Giant Red Shell]].)
*[[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 [[Giant Red Shell]].)
*[[Flutter]] (''[[Yoshi's Island: Super Mario Advance 3|SMA3]]'') (Unused) This Enemy is fully scripted and acts like the ''Super Mario Advance 2'' [[Wiggler]]s.<ref>[http://www.youtube.com/watch?v=rJvZnRP5HTk YouTube - SMA4, UpaLuppa's (Continued) Demo of early / Unused Stuff on ROM! - Flutter from SMW2:YI]</ref>
*[[Flutter]] (''[[Yoshi's Island: Super Mario Advance 3|SMA3]]'') (Unused) This Enemy is fully scripted and acts like the ''Super Mario Advance 2'' [[Wiggler]]s.<ref>[https://www.youtube.com/watch?v=rJvZnRP5HTk YouTube - SMA4, UpaLuppa's (Continued) Demo of early / Unused Stuff on ROM! - Flutter from SMW2:YI]</ref>
*[[Fuzzy]] (''SMA2'') (Unused)
*[[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'').
*Unused [[Big Boo]] graphics from ''[[Super Mario World 2: Yoshi's Island]]'' (note that these are not the actual Boo graphics used in ''Super Mario World 2: Yoshi's Island'', but ones that were previously unused in it).
 
[[File:SMA4 Unused Stopwatch Sprite.png|frame|right]]
[[File:Super Mario Advance 4 Stop Watch sprite (unused).png|frame|right]]
The [[Parabomb|Para-bomb]] (based off of its ''[[Super Mario World|SMW]]'' appearance with the ''SMA4'' Bob-ombs), and the [[Porcupuffer|Porcu-Puffer]] are in the game. Both are fully functional.<ref>[https://www.youtube.com/watch?v=cDGsAjHrjbk SMA4 - Forest of Fear!]</ref>
The [[Parabomb]] (based off of its ''[[Super Mario World|SMW]]'' appearance with the ''SMA4'' Bob-ombs), and the [[Porcupuffer]] are in the game. Both are fully functional.<ref>[http://www.youtube.com/watch?v=cDGsAjHrjbk SMA4 - Forest of Fear!]</ref>
{{multiframe
{{multiframe
|[[File:SMA4ArrowLift.png]] [[File:SMA4GoldCheep.png]] [[File:SMA4GreenPara.png]]
|[[File:SMA4ArrowLift.png]] [[File:SMA4GoldCheep.png]] [[File:SMA4 Unused Green Para-Beetle.png]]
|size=75
|size=75
|align=right
|align=right
|The Arrow Lift, and two early enemies.
|The arrow wheel, and two early enemies.
}}
}}
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 Para-Beetle were found too. Both enemies were supposed to appear in ''Super Mario Bros. 3'' but never appeared.
Also found in the game was an [[arrow wheel]]. The arrow wheel was slightly different to the ones found in ''Yoshi's Island''. Updated sprites of the gold [[Cheep Cheep|Cheep-Cheep]] and green [[Para-Beetle]] 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 Mushroom]]s 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.


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 Mushroom]]s spawn three of them instead of one, a card that assists players when they fall into bottomless pits, with the width of the block platform decreasing one at a time, and a card that gives players a randomized item window (which starts a level with a Super Mushroom, and only uses the original game's power-ups).
===''Super Mario World'' graphics===
===''Super Mario World'' graphics===
[[File:SMA4_248C98.png|frame|The unused [[Koopa Clown Car|Clown Car]] graphics.]]
[[File:SMA4 Unused Koopa Clown Car Tilesheet.png|frame|The unused [[Koopa Clown Car|Clown Car]] 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:
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 the [[Koopa Clown Car]].
*One of the animation frames for [[Bowser]]'s [[Koopa Clown Car|Clown Car]].
*Three frames of [[Koopa Troopa]]'s walking animation.
*Three frames of [[Koopa Troopa]]'s walking animation.
*Two frames of a [[Galoomba]]'s walking animation.
*Two frames of a ''Super Mario World'' [[Galoomba|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 Nintendo Presents logo from the beginning of the game. This is actually used in the final game—however, it is using a compressed one.
*The font used for the status bar, laid out as 0123456789:VER./
*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 is unknown whether these were intended to be used, 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 are not 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, 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. The Koopa Clown Car sprite tiles are located in GFX21, and the font for the status bar is located in GFX28.
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 were intended to be used, 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.


==References==
==References==

Latest revision as of 14:06, April 12, 2023

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

Early builds[edit]

The beta logo for Super Mario Advance 4: Super Mario Bros. 3
The original logo for the game.

In the trailer at E3 2003, the logo looked slightly different to the one seen in the final game. The 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 Advance Coins were indicated in the status bar changed between this build and the final release versions. Also, like previous versions of Super Mario Bros. 3, the trill sound when Small, Super, Fire or Hammer Mario runs at full speed is the same as that of Raccoon and Tanooki Mario. In the final version this was replaced with a lower trill sound while Raccoon and Tanooki Mario still have the original trill sound. Additionally, there were no voice samples in the trailer.

Unused data[edit]

SMA4GreySwitch.png
Unused enemies from Super Mario Advance 4: Super Mario Bros. 3
Unused enemy sprites.

Gray 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:

Unused Stop Watch sprite in Super Mario Advance 4: Super Mario Bros. 3

The Para-bomb (based off of its SMW appearance with the SMA4 Bob-ombs), and the Porcu-Puffer are in the game. Both are fully functional.[2]

SMA4ArrowLift.png SMA4GoldCheep.png SMA4 Unused Green Para-Beetle.png
The arrow wheel, and two early enemies.

Also found in the game was an arrow wheel. The arrow wheel was slightly different to the ones found in Yoshi's Island. Updated sprites of the gold Cheep-Cheep and green Para-Beetle 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 of them instead of one, a card that assists players when they fall into bottomless pits, with the width of the block platform decreasing one at a time, and a card that gives players a randomized item window (which starts a level with a Super Mushroom, and only uses the original game's power-ups).

Super Mario World graphics[edit]

The unused Clown Car 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 the Koopa Clown Car.
  • Three frames of Koopa Troopa's walking animation.
  • Two frames of a Super Mario World Goomba's walking animation.
  • The Nintendo Presents logo from the beginning of the game. This is actually used in the final game—however, it is 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 is unknown whether these were intended to be used, 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 are not 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, 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. The Koopa Clown Car sprite tiles are located in GFX21, and the font for the status bar is located in GFX28.

References[edit]