List of Super Mario Bros. 2 pre-release and unused content: Difference between revisions

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On the prototype version's character select screen, an ellipsis divides the phrase "EXTRA LIFE" from the number of [[Extra Life|lives]] remaining. No ellipsis is shown in the final release; however, the ellipsis returns for ''[[Super Mario All-Stars]]'' remaster. Also, the tableau curtain on the character select screen is slightly flatter than in the final version. Additionally, the prototype offers unlimited continues (similar to the later ''All-Stars'' remaster and the [[Game Boy Advance|GBA]] remake ''[[Super Mario Advance]]''), whereas the final product only offers two continues.  
On the prototype version's character select screen, an ellipsis divides the phrase "EXTRA LIFE" from the number of [[Extra Life|lives]] remaining. No ellipsis is shown in the final release; however, the ellipsis returns for ''[[Super Mario All-Stars]]'' remaster. Also, the tableau curtain on the character select screen is slightly flatter than in the final version. Additionally, the prototype offers unlimited continues (similar to the later ''All-Stars'' remaster and the [[Game Boy Advance|GBA]] remake ''[[Super Mario Advance]]''), whereas the final product only offers two continues.  


The character's sprites are not significantly different between the two versions, but [[Mario]] and [[Luigi]] lack sclera in the prototype, and the Princess's sclera are pink. This may be because Mario, Luigi, and [[Princess Peach|Peach]]'s sprites have more colors than the [[NES]] hardware can normally handle, and so their sclera actually have to be rendered as a separate sprite from the rest of their bodies.  
The character's sprites are not significantly different between the two versions, but [[Mario]] and [[Luigi]] lack scleras (the white part of the eye) in the prototype, and the Princess's scleras are pink. This may be because Mario, Luigi, and [[Princess Peach|Peach]]'s sprites have more colors than the [[NES]] hardware can normally handle, and so their scleras actually have to be rendered as a separate sprite from the rest of their bodies.  


Several other character sprites are slightly different. For example, the princess has more hair in the prototype. One noticeable incongruity of the prototype's sprites is that, although all the "item carrying" sprites are finished, the items being carried float at the height the original ''[[Yume Kōjō: Doki Doki Panic]]'' characters would have carried them at.
Several other character sprites are slightly different. For example, the princess has more hair in the prototype. One noticeable inconsistency of the prototype's sprites is that, although all the "item carrying" sprites are finished, the items being carried float at the height the original ''[[Yume Kōjō: Doki Doki Panic]]'' characters would have carried them at.


In ''Doki Doki Panic'', players couldn't use the B button to run; this was in fact, almost exclusive to Mario games at the time. This mechanic hadn't been added when this prototype was compiled, as the player cannot run, only Luigi and Peach can get to the shortcut in World 1-1.
In ''Doki Doki Panic'', players could not use the B button to run as this mechanic was almost exclusive to Mario games at the time. This mechanic had not been added when this prototype was compiled. As such, only Luigi and Peach can get to the shortcut in [[World 1-1 (Super Mario Bros. 2)|World 1-1]].


The prototype used a [[Magic Lamp]] to access [[Subspace|Sub-space]], as did ''Doki Doki Panic''. The final version uses a [[Magical Potion]].
The prototype used a [[Magic Lamp]] to access [[Subspace|Sub-space]] like ''Doki Doki Panic''. The final version uses a [[Magical Potion]].


The underground music in the prototype sounded very reminiscent of the ''[[Super Mario Bros. 3]]'' underground music, but with different noise waves, but it was ultimately reverted to the Doki Doki Panic underground theme in the final product, albeit with a slower tempo and sounding more richer with the usage of the NES/Famicom's DPCM channel. The Invincibility music had different noise waves, as the square waves were same as Super Mario Bros. 3 version, and the noise waves were same as the original Super Mario Bros.
The underground music in the prototype sounds reminiscent of the ''[[Super Mario Bros. 3]]'' underground music, but with different noise waves. It was ultimately reverted to the Doki Doki Panic underground theme in the final product, albeit with a slower tempo and sounding more richer with the usage of the NES/Famicom's DPCM channel. The Invincibility music uses noise-based drums like ''Super Mario Bros.'' rather than the final's drum samples. The square waves sound similar the ''Super Mario Bros. 3'' version as well.


{{media table
{{media table
|type1=audio
|file1=SMB2-Underworld-Prototype.oga
|name1=SMB2-Underworld-Prototype
|title1=[[Underground Theme]] (prototype)
|pipe1=Underground theme (Prototype)
|length1=0:30
|description1=
|file2=SMB2 Starman Prototype.oga
|length1=1:47
|title2=[[Super Star (theme)|Starman]] (prototype)
|length2=0:30
}}
}}


In the prototype the player only had to throw four [[vegetable]]s at [[Wart]] to defeat him. The ending also gave out Prize Money instead of Contributions. Depending on how many times the character died, the player would be rewarded with a different amount of money at the end of the game.
In the prototype, the player only has to throw four [[vegetable]]s at [[Wart]] to defeat him. The ending also gave out prize money instead of contributions. Depending on how many times the character died, the player would be rewarded with a different amount of money at the end of the game.


{| style="text-align: center; width: 25%; margin: 0 auto; border-collapse: collapse;" border="1" cellpadding="1" cellspacing="1"
{| style="text-align: center; width: 25%; margin: 0 auto; border-collapse: collapse;" border="1" cellpadding="1" cellspacing="1"
|-style="background: #ABC;"
|-style="background: #ABC;"
!Times Died
!Times died
|Prize Money
!Prize money
|-
|-
!0 - 3
!0 - 3
|$10 000 000
|$10,000,000
|-
|-
!4
!4
|$1 000 000
|$1,000,000
|-
|-
!5 - 9
!5 - 9
|$500 000
|$500,000
|-
|-
!10 - 12
!10 - 12
|$100 000
|$100,000
|-
|-
!13 - 18
!13 - 18
|$50 000
|$50,000
|-
|-
!19+
!19+
|$10 000
|$10,000
|}
|}
For a complete comparison, see [http://www.themushroomkingdom.net/smb2_proto.shtml here].


==Gallery==
==Gallery==
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<gallery>
<gallery>
SuperMarioBros2ProtoTitleTMK.png|Prototype title screen
SuperMarioBros2ProtoTitleTMK.png|Prototype title screen
SMB2 Prize Money.png|The prototype ending, where the characters are awarded prize money.
SMB2 Prototype Luigi Screenshot.png|Prototype Luigi
</gallery>
</gallery>


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Lamp.png|A [[Magic Lamp]], which was replaced with the [[Magical Potion]].
Lamp.png|A [[Magic Lamp]], which was replaced with the [[Magical Potion]].
DDP Heart.png|A [[Heart (item)|Heart]], which was replaced with the [[Mushroom]].
DDP Heart.png|A [[Heart (item)|Heart]], which was replaced with the [[Mushroom]].
DDP Lock.png|A lock from the ending of ''Doki Doki Panic''.
DDP Lock.png|A lock from the ending of ''Doki Doki Panic''
Metal Block.png|A metal platform from the ending of ''Doki Doki Panic''.
Metal Block.png|A metal platform from the ending of ''Doki Doki Panic''
</gallery>
</gallery>


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Smiley.png|A smiley face found in the tileset for desert stages, which is also present in ''Doki Doki Panic''. Likely a placeholder.
Smiley.png|A smiley face found in the tileset for desert stages, which is also present in ''Doki Doki Panic''. Likely a placeholder.
</gallery>
</gallery>
==External links==
*[https://themushroomkingdom.net/smb2_proto.shtml ''Super Mario Bros. 2'' prototype information on The Mushroom Kingdom]


{{Pre-release and unused content}}
{{Pre-release and unused content}}

Latest revision as of 21:36, October 15, 2022

It has been requested that this article be rewritten. Reason: it contains technical terms that need to be explained so most readers can understand it.

See also: Yume Kōjō: Doki Doki Panic

This is a list of pre-release and unused content for the game Super Mario Bros. 2.

Early builds[edit]

Prototype cartridge[edit]

The ending from the prototype version of Super Mario Bros. 2.
The unused prize money mechanic

In 2005, a prototype copy of Super Mario Bros. 2 was sold on eBay for $350. It was significantly different from the final release version of the game.

The prototype cart has a SNROM-02 motherboard rather than the final version's TSROM-04. This means that it uses CHR-RAM instead of CHR-ROM and utilizes batteries. This was probably changed because SNROM-02's ROM size is 1 Megabit, rather than TSROM-04's 2 Megabits.

The title and story screens of the prototype use a different color palette, which includes tans and oranges, as opposed to the final version's red and blue scheme. This color scheme returns in Super Mario USA, with a blue sky.

On the prototype version's character select screen, an ellipsis divides the phrase "EXTRA LIFE" from the number of lives remaining. No ellipsis is shown in the final release; however, the ellipsis returns for Super Mario All-Stars remaster. Also, the tableau curtain on the character select screen is slightly flatter than in the final version. Additionally, the prototype offers unlimited continues (similar to the later All-Stars remaster and the GBA remake Super Mario Advance), whereas the final product only offers two continues.

The character's sprites are not significantly different between the two versions, but Mario and Luigi lack scleras (the white part of the eye) in the prototype, and the Princess's scleras are pink. This may be because Mario, Luigi, and Peach's sprites have more colors than the NES hardware can normally handle, and so their scleras actually have to be rendered as a separate sprite from the rest of their bodies.

Several other character sprites are slightly different. For example, the princess has more hair in the prototype. One noticeable inconsistency of the prototype's sprites is that, although all the "item carrying" sprites are finished, the items being carried float at the height the original Yume Kōjō: Doki Doki Panic characters would have carried them at.

In Doki Doki Panic, players could not use the B button to run as this mechanic was almost exclusive to Mario games at the time. This mechanic had not been added when this prototype was compiled. As such, only Luigi and Peach can get to the shortcut in World 1-1.

The prototype used a Magic Lamp to access Sub-space like Doki Doki Panic. The final version uses a Magical Potion.

The underground music in the prototype sounds reminiscent of the Super Mario Bros. 3 underground music, but with different noise waves. It was ultimately reverted to the Doki Doki Panic underground theme in the final product, albeit with a slower tempo and sounding more richer with the usage of the NES/Famicom's DPCM channel. The Invincibility music uses noise-based drums like Super Mario Bros. rather than the final's drum samples. The square waves sound similar the Super Mario Bros. 3 version as well.

Audio.svg Underground Theme (prototype)
File infoMedia:SMB2-Underworld-Prototype.oga
0:30
Audio.svg Starman (prototype)
File infoMedia:SMB2 Starman Prototype.oga
0:30
Help:MediaHaving trouble playing?

In the prototype, the player only has to throw four vegetables at Wart to defeat him. The ending also gave out prize money instead of contributions. Depending on how many times the character died, the player would be rewarded with a different amount of money at the end of the game.

Times died Prize money
0 - 3 $10,000,000
4 $1,000,000
5 - 9 $500,000
10 - 12 $100,000
13 - 18 $50,000
19+ $10,000

Gallery[edit]

Screenshots[edit]

Yume Kōjō: Doki Doki Panic leftovers[edit]

Miscellaneous graphics[edit]

External links[edit]