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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, seven 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.
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[[File:OrangeSwitchCard.jpg|thumb|[[Orange Switch]] card]]
'''Switch Cards''' (スイッチカード) are a type of [[e-Reader]] [[Super Mario Advance 4: Super Mario Bros. 3 e-Reader cards|cards]] for ''[[Super Mario Advance 4: Super Mario Bros. 3]]''. Upon scanning, these cards make massive changes to gameplay. Out of the seven released Switch Cards, only two of them were released outside of Japan. 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.
 
Unlike the e-Reader [[World-e|levels]], these features were left out of the game's re-release in the [[Wii U]] [[Virtual Console]] and [[Game Boy Advance - Nintendo Switch Online]].  


==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, makes [[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, makes [[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 [[Cyan Switch]], designated X6, was a switch that when activated, cut the [[Power Meter]] from six steps into just three, making it much easier to run across stages and to fly with [[Raccoon Mario]].
*The [[1UP Kinoko ga 3UP Moon ni kawaru!|blue switch]], designated X1, when activated, changes 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 [[Green Switch]], designated X5, was a switch that when activated, caused every 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 [[Luigi Power Up!!|yellow switch]], designated X4, when activated, gives [[Luigi]] his [[scuttle]] ability from ''Super Mario Bros. 2'' in the main game, and makes his fireballs bounce higher, like in ''[[Super Mario World: Super Mario Advance 2]]''. It is permanently on in World-e.
*The [[Yellow Switch (card)|Yellow Switch]], designated X4, was a switch that when activated, gave [[Luigi]] his [[scuttle]] ability from ''Super Mario Bros. 2'', and made his fireballs bounce higher, like in ''[[Super Mario World: Super Mario Advance 2]]''. It is permanently on in [[World-e]].
*The [[Timer yukkuri!|green switch]], designated X5, when activated, causes 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 [[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 [[Sugu ni mantan! Power Meter!!|cyan switch]], designated X6, when activated, cuts 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. Additionally, the [[point]]s the player receives from such enemies is doubled. In the game's code, these are two separate effects, meaning that through the use of a cheat device, one could activate one effect without activating the other.
*The [[Teki Power Up! Tokuten x2!!|red switch]], designated X7, when activated, replaces most of the enemies in the game with more difficult ones, doubles any points gained and the bosses' health, and makes Mario go directly from any fully powered-up form to [[Small Mario]], rather than to [[Super Mario (form)|Super Mario]] whenever he gets hit, as in the [[Family Computer|Famicom]] version of ''[[Super Mario Bros. 3]]''. 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==
*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 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 caused any block that contained a 1-Up Mushroom to contain three 1-Up Mushrooms instead.
*There was going to be an effect that doubled the amount of hits needed to defeat a boss.
*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.
*There was going to be an effect that caused Mario to 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''.
 
==References==
<references/>


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

Latest revision as of 00:32, May 1, 2024

The title of this article is official, but it comes from a non-English source. If an acceptable English source is found, then the article should be moved to its appropriate title.

Switch Cards (スイッチカード) are a type of e-Reader cards for Super Mario Advance 4: Super Mario Bros. 3. Upon scanning, these cards make massive changes to gameplay. Out of the seven released Switch Cards, only two of them were released outside of Japan. 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.

Unlike the e-Reader levels, these features were left out of the game's re-release in the Wii U Virtual Console and Game Boy Advance - Nintendo Switch Online.

Switches released worldwide[edit]

Switches released in Japan[edit]

  • The blue switch, designated X1, when activated, changes 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, gives Luigi his scuttle ability from Super Mario Bros. 2 in the main game, and makes 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, causes 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, cuts 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, replaces most of the enemies in the game with more difficult ones, doubles any points gained and the bosses' health, and makes Mario go directly from any fully powered-up form to Small Mario, rather than to Super Mario whenever he gets hit, as in the Famicom version of Super Mario Bros. 3. 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[edit]

  • 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[edit]

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