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''[[Super Mario Advance 4: Super Mario Bros. 3]]'' features [[e-Reader]] compatibility, in that it can link up to a second [[Game Boy Advance]] with an e-Reader. Upon scanning in one of three types of [[Super Mario Advance 4: Super Mario Bros. 3 e-Cards|cards]], something will then be triggered in the game. One type of card present in the game are the '''Switch Cards'''. These cards had a significant effect on gameplay, in that they generally made massive changes to the game when used. Out of the seven released Switch Cards, only two of them were released outside of Japan. Additionally, unlike the e-reader [[World-e|levels]], these features were left out of the games re-release in the [[Wii U]] [[Virtual Console]]. In total, there are fifteen switch effects, five of which are unused. Said effects also have unused pop-up icons that were supposed to appear on the [[Game Boy Advance]] screen when said effect was activated.
''[[Super Mario Advance 4: Super Mario Bros. 3]]'' features [[e-Reader]] compatibility, in that it can link up to a second [[Game Boy Advance]] with an e-Reader. Upon scanning in one of three types of [[Super Mario Advance 4: Super Mario Bros. 3 e-Reader cards|cards]], something will then be triggered in the game. One type of card present in the game are the '''Switch Cards'''.{{ref needed}} These cards had a significant effect on gameplay, in that they generally made massive changes to the game when used. Out of the seven released Switch Cards, only two of them were released outside of Japan. Additionally, unlike the e-Reader [[World-e|levels]], these features were left out of the games re-release in the [[Wii U]] [[Virtual Console]]. In total, there are fifteen '''e-Switch'''<ref>Hodgson, David S J. ''Super Mario Advance 4: Super Mario Bros. 3'' Prima's Official Strategy Guide. Page 117.</ref> effects, five of which are unused. Said effects also have unused pop-up icons that were supposed to appear on the [[Game Boy Advance]] screen when said effect was activated.
 
==Switches released worldwide==
==Switches released worldwide==
*The [[Orange Switch]], designated X2, was a switch that when activated, made it so that whenever [[Fire Mario]] defeated a non-boss enemy with a [[fireball]], said enemy would leave behind a [[coin]] as it was defeated, like in ''[[Super Mario World]]''.
*The [[Orange Switch]], designated X2, when activated, made [[Fire Mario]]'s [[fireball]]s turn non-boss enemies into [[coin]]s, like in ''[[Super Mario World]]''.
*The [[Blue Green Switch]], designated X3, was a switch that when activated, made it so that [[Vegetable]]s would appear in all of the main game, which [[Mario]] could pluck from the ground, and throw at various enemies, like in ''[[Super Mario Bros. 2]]''.
*The [[Blue Green Switch]], designated X3, when activated, made [[grass]] with [[turnip]]s appear throughout the main game, which [[Mario]] could pluck and throw at enemies, like in ''[[Super Mario Bros. 2]]''. It is permanently on in World-e.


==Switches released in Japan==
==Switches released in Japan==
*The [[Blue Switch (card)|Blue Switch]], designated X1, was a switch that when activated, changed every [[1-Up Mushroom]] in the game into a [[3-Up Moon]]s, allowing the player to accumulate [[extra life|extra lives]] much faster.
*The [[1UP Kinoko ga 3UP Moon ni kawaru!|blue switch]], designated X1, when activated, changed most [[1-Up Mushroom]]s in the game into [[3-Up Moon]]s, allowing the player to accumulate [[extra life|extra lives]] much faster.
*The [[Yellow Switch (card)|Yellow Switch]], designated X4, was a switch that when activated, gave [[Luigi]] his [[scuttle]] ability from ''Super Mario Bros. 2'' in the main game, and made his fireballs bounce higher, like in ''[[Super Mario World: Super Mario Advance 2]]''. It is permanently on in World-e.
*The [[Luigi Power Up!|yellow switch]], designated X4, when activated, gave [[Luigi]] his [[scuttle]] ability from ''Super Mario Bros. 2'' in the main game, and made his fireballs bounce higher, like in ''[[Super Mario World: Super Mario Advance 2]]''. It is permanently on in World-e.
*The [[Green Switch]], designated X5, was a switch that when activated, caused every World-e level to have a slow [[Time Limit|timer countdown]] and music for the first 50 counts of the timer, giving the player more time to complete each level. Once this effect expires, a coin sound effect is played, and both the timer and the music go back to normal speed.
*The [[Timer yukkuri!|green switch]], designated X5, when activated, caused every World-e level to have a slow [[Time Limit|timer countdown]] and music for the first 50 counts of the timer, giving the player more time to complete each level. Once this effect expires, a coin sound effect is played, and both the timer and the music go back to normal speed.
*The [[Cyan Switch]], designated X6, was a switch that when activated, cut the [[Power Meter]] in [[World-e]] from six steps into just three, making it much easier to run across stages and to fly with [[Raccoon Mario]].
*The [[Sugu ni mantan! Power Meter!!|cyan switch]], designated X6, when activated, cut the [[P-Meter|Power Meter]] in [[World-e]] from six steps into just three, making it much easier to run across stages and fly with [[Raccoon Mario|Raccoon]] or [[Tanooki Mario]].
*The [[Red Switch]], designated X7, was a switch that when activated, all the enemies in the game get replaced with more difficult enemies, the health of bosses is doubled and Mario goes directly from any fully powered-up form to [[Small Mario]], rather than to [[Super Mario (form)|Super Mario]] whenever he got hit, as in ''[[Super Mario Bros.]]'', ''[[Super Mario Bros.: The Lost Levels]]'', and the original version of ''Super Mario World''. In the game's code, these are four separate effects, meaning that through the use of a cheat device, one could activate one effect without activating the others.
*The [[Teki Power Up! Tokuten x2!!|red switch]], designated X7, when activated, replaced most of the enemies in the game with more difficult ones, doubled any points gained and the bosses' health, and made Mario go directly from any fully powered-up form to [[Small Mario]], rather than to [[Super Mario (form)|Super Mario]] whenever he got hit, as in ''[[Super Mario Bros.]]'', ''[[Super Mario Bros.: The Lost Levels]]'', and the original version of ''Super Mario World''. In the game's code, these are four separate effects, meaning that through the use of a cheat device, one could activate one effect without activating the others.


==Completely unused effects==
==Completely unused effects==
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*There was going to be an effect that caused any block that contained a 1-Up Mushroom to contain three 1-Up Mushrooms instead.
*There was going to be an effect that caused any block that contained a 1-Up Mushroom to contain three 1-Up Mushrooms instead.
*There was going to be an effect that saved Mario the first two times he fell into a pit during a level. The first time, a two-block-wide platform would carry Mario back up; the second time, just one block would carry him. Afterwards, Mario would lose a life like usual.
*There was going to be an effect that saved Mario the first two times he fell into a pit during a level. The first time, a two-block-wide platform would carry Mario back up; the second time, just one block would carry him. Afterwards, Mario would lose a life like usual.
*There was going to be an effect that dropped a random [[List of power-ups|power-up]] during a level if Mario was hit by an enemy, similar to ''Super Mario World''.
*There was going to be an effect that dropped a random [[list of power-ups|power-up]] during a level if Mario was hit by an enemy, similar to ''Super Mario World''.
*There was going to be an effect that caused any recorded demos to show off Luigi instead of Mario.
*There was going to be an effect that caused any recorded demos to show off Luigi instead of Mario.
==References==
<references/>


{{SMB3}}
{{SMB3}}
[[Category:Switches]]
[[Category:Switches]]
[[Category:Cards]]
[[Category:Super Mario Advance 4: Super Mario Bros. 3]]
[[Category:Super Mario Advance 4: Super Mario Bros. 3]]

Revision as of 13:49, August 31, 2023

Super Mario Advance 4: Super Mario Bros. 3 features e-Reader compatibility, in that it can link up to a second Game Boy Advance with an e-Reader. Upon scanning in one of three types of cards, something will then be triggered in the game. One type of card present in the game are the Switch Cards.[citation needed] These cards had a significant effect on gameplay, in that they generally made massive changes to the game when used. Out of the seven released Switch Cards, only two of them were released outside of Japan. Additionally, unlike the e-Reader levels, these features were left out of the games re-release in the Wii U Virtual Console. In total, there are fifteen e-Switch[1] effects, five of which are unused. Said effects also have unused pop-up icons that were supposed to appear on the Game Boy Advance screen when said effect was activated.

Switches released worldwide

Switches released in Japan

  • The blue switch, designated X1, when activated, changed most 1-Up Mushrooms in the game into 3-Up Moons, allowing the player to accumulate extra lives much faster.
  • The yellow switch, designated X4, when activated, gave Luigi his scuttle ability from Super Mario Bros. 2 in the main game, and made his fireballs bounce higher, like in Super Mario World: Super Mario Advance 2. It is permanently on in World-e.
  • The green switch, designated X5, when activated, caused every World-e level to have a slow timer countdown and music for the first 50 counts of the timer, giving the player more time to complete each level. Once this effect expires, a coin sound effect is played, and both the timer and the music go back to normal speed.
  • The cyan switch, designated X6, when activated, cut the Power Meter in World-e from six steps into just three, making it much easier to run across stages and fly with Raccoon or Tanooki Mario.
  • The red switch, designated X7, when activated, replaced most of the enemies in the game with more difficult ones, doubled any points gained and the bosses' health, and made Mario go directly from any fully powered-up form to Small Mario, rather than to Super Mario whenever he got hit, as in Super Mario Bros., Super Mario Bros.: The Lost Levels, and the original version of Super Mario World. In the game's code, these are four separate effects, meaning that through the use of a cheat device, one could activate one effect without activating the others.

Completely unused effects

  • There was going to be an effect that caused point combos from defeating multiple enemies continuously would start at 4000 points. This would mean that the player would start earning extra lives starting from the third enemy.
  • There was going to be an effect that caused any block that contained a 1-Up Mushroom to contain three 1-Up Mushrooms instead.
  • There was going to be an effect that saved Mario the first two times he fell into a pit during a level. The first time, a two-block-wide platform would carry Mario back up; the second time, just one block would carry him. Afterwards, Mario would lose a life like usual.
  • There was going to be an effect that dropped a random power-up during a level if Mario was hit by an enemy, similar to Super Mario World.
  • There was going to be an effect that caused any recorded demos to show off Luigi instead of Mario.

References

  1. ^ Hodgson, David S J. Super Mario Advance 4: Super Mario Bros. 3 Prima's Official Strategy Guide. Page 117.