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{{italic title|List of ''Super Mario Bros. 3'' pre-release and unused content}}
{{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]].
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==
==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>.
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>.
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===Levels===
===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.
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}}
{{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.
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}}
{{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.
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}}
{{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.
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}}
{{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.
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}}
{{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.
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}}
{{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 Chomps]], [[Li'l Sparky|Li'l Sparkies]], and [[Koopa Paratroopa]]s. There is a [[lift]] and a floating semisolid platform near the end.
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}}
{{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.
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}}
{{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.
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}}
{{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.
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}}
{{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.
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}}
{{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.
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}}
{{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.
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}}
{{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.
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}}
{{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.
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}}
{{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.
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}}
{{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.
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}}
{{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.
[[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}}
{{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.
An unused secret exit exists towards the right of [[World 4-5 (Super Mario Bros. 3)|World 4-5]]'s Tanooki Suit room.
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===Mechanics===
===Mechanics===
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>.
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>.


==Further reading==
==Further reading==

Revision as of 19:25, August 18, 2022

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

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

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 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

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.

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

Mechanics

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].

Further reading

References

  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