Mario Wiki

Vote for a featured article!

READ MORE

Mario Wiki
Advertisement

This article pertains to the beta elements of Super Mario All-Stars.

All-Stars (General)[]

Unused Graphics[]

Unused Logo and Pause Screen[]

Image Name Description
SMAS-Unused-Nintendo-Logo
Nintendo Logo An alternate version of the Nintendo logo. Unlike the final version, the racetrack surrounding the text is less round, and the logo isn't paired with a giant Mario coin
SMASText6
Pause Screen Japanese Text, which translates to "Take a Break". It's possible it would act just a normal pause screen. Even so, no game has done much of a thing like this.

Placeholder Text[]

Before After JPN Translation
SMASText1Pre
SMASText1Post
(プレイヤー) Player; (パワ床) POW Block; (スイショウ) Crystal; (フラス) Flask
SMASText2Pre
SMASText2Post
(プレイヤー) Player
SMASText3Pre
SMASText3Post
"Mario, Luigi"
SMASText4Pre
SMASText4Post
(BGカキカエ エリア) BG Transfer Area
SMASText5Pre
SMASText5Post
Player

Unused Sounds[]

Basically, every single unused sound was imported directly off of Super Mario World (such as Yoshi sound effects). Although these were all leftovers, they did eventually get used in Super Mario All-Stars + Super Mario World.

Unused Spiny Egg Behavior[]

In Super Mario Bros. and Super Mario Bros. The Lost Levels, the Spiny eggs are thrown by Lakitu in a simple way, with no horizontal movement whatsoever. However, this was not the intended behavior as it's actually the result of a bug! Originally, the eggs were supposed to be thrown out relative to the player's speed and position, along with Lakitu's speed and a pseudo-random value, as well as a bounce off of any blocks or walls that they hit on the way down.

Super Mario Bros.[]

Unused Graphics[]

Image Description
SMASTheEnd
Ending text graphics which appear after the Princess Toadstool sprites, which was originally going to be animated before being scrapped.
SMASPause
A "PAUSE" Graphic which possibly would've been used before the save menu was later added.
SMASMarioPoses
Older graphics of Mario, which were used in Nintendo Power video previews.
SMAS-AltToad
An early version of Toad, meant for being rescued in the seven castles whenever the player clears it. The top half of the second frame was cleaned up and reused in the final game.
SMAS AltPrincess
An early Princess Toadstool, being much shorter to the size of her counter part in the original.
SMAS SMB NEStiles
16-bit renditions of the original 8-bit Super Mario Bros. tiles, along with a unique ground tile not found in the original game.
SMAS unusedbricks
A unique brick block, which is seen multiple times in the graphics bank. It's most likely graphics for the ground.
SMAS unusedbricks2
Corner tiles for the castle bricks.
SMAS unusedcastle
A copy of the end-of-level castle, which is only loaded in underground areas. Since the end of the underground levels is always set in the overworld, these go unused.
SMAS coralrocks
Sea coral in front of some brown rocks. The palette that is used for the normal coral blocks also holds duplicates of the colors from the background rocks, which was also likely intended for this sprite too. The only area of where it would fit is the level preview screen for water levels.
Smas unusedtiles2
An alternate sea coral. Unlike the ones used in the final game, these ones were originally going to be animated.
SMAS bonusstar
A star, which was meant to be seen in the bonus room backgrounds for Mario and Luigi.
Smas unusedtiles1
An unused piece for the underground background, having a small pipe sticking out from the rocks.
SMASUnusedbg1
A ground tile, which was meant to be used on the very bottom for the underground background, at the same height as the level's foreground solid floor. It is seen in pre-release images.
SMAS unusedsoilred
SMAS unusedsoilbrown
Graphics meant for the rock/mountain background tiles (seen in World 2-1 and World 8-3). These graphics were meant to be used to lay a flat ground on the very bottom of the screen. These can be seen in pre-release images. The red pallete was also replaced by a brown palette in snow levels for the trees, such as World 4-1.
SMAS unusedwaterrocks
The tiles, that are highlighted, are never seen in any underwater level.

Unused Pallets[]

Color Palettes Graphic Description
SMAS unusedpalette2
N/A The palette used for the trees in levels (such as World 4-1) has its shades of red become brown in snow levels. This is never seen as this palette is not used for any piece of the background in snow levels.
SMAS unusedpalette1
SMAS unusedwhiteplatform
A white and gray mushroom palette, meant to be used for mushroom-themed levels such as World 4-3. Since it doesn't appear, being replaced with a mossy green palette, this goes unused.
SMASSMB1 unusedbowserpalette
SMASSMB1-bowsersbrother
An alternate blue Bowser. However, all of them are just green.

Unused Text[]

Text Description
Thank you Mario!

Your quest is over.

We present you a new quest.

Push Button Y to start a Ura-World.

Although used in the original game, it's not used here. In the final game, the player can choose the world he/she want to play through again. The "Ura-World" was possibly scrapped sometime during development.

Super Mario Bros. The Lost Levels[]

Unused Graphics[]

Image Description
SMAS-SMB2J-4
SMAS-SMB2J-5
A graphic set containing tiles for an early Super Mario Bros. 2 logo that is much closer to the original FDS version than the final one in-game. The subtitle of "For Super Players" is missing and a star for how many times the player has beaten the game also exists. The graphic below is a mockup of what it would've looked like.

Unused Text[]

Text Description
We present Fantasy World,

Let's try "9 World" with one game.

This was used in the original FDS version when the player successfully beats the first eight worlds without using warps, which unlocks the secret World 9. However, this doesn't appear in-game as the player is then taken straight to World 9-1.
You're a Super Player!

We hope we'll see you again.

Mario and Staff.

This was used when dying in World 9 in the FDS version but, again, doesn't appear in-game.
Thank you Mario!

Peace is paved with Kingdom saved.

Hurrah to Mario, our only hero.

This ends your trip of a long friendship.

100000 PTS added for each player left.

The original ending text of the FDS version when the player beats World 9. Even so, the game doesn't give each player a 100,00 point bonus likely because the game's save function includes the player's current life count (being capped at 128) and goes level-by-level, which would make it rather easy to get an absurdly-high score.

Super Mario Bros. 2[]

Unused Graphics[]

Image Description
Smassmb2 earlymario
Smassmb2 earlyluigi
Smassmb2 earlyprincess
Smassmb2 earlytoad
Full sprite sheets for Mario, Luigi, Peach, and Toad having earlier graphics compared to the ones used in the final game.
SMASTinySlots
Graphics for the Slot Machine game, but were scrapped in favor of the larger icons.
SMASTomato
A tomato that would've appeared in Wart's boss chamber, as it was seen in the NES Version.
SMB2UnusedFire
An unused fire sprite similar to it's NES counterpart. The final game has it animated and spinning in the final game.
Smas unusedtiles3
Unchanged graphics ported directly from the NES version, possibly for a winter level (such as World 4-1).
Smas unusedtiles4
Mountain/cavern tiles remade from the NES Version. They were replaced in favor of new and better terrain design.
Smas unusedtiles5
A block that was composed for the icy terrain in the ice levels from the NES version. They were also replaced in favor of new and better terrain design.
Smas unusedtiles6
The dark lines match the wood tiles from the "inside tree" sections of World 5 in the original game, which possibly means that it could've been another revamp. However, it doesn't look anything like wood.
Smassmb2weird
A somewhat crudely-drawn ground tile block.
Smas unusedtiles7
Possibly an early version of the brick pattern seen in tower sections, looking more closely on the original design from the NES version.
Smas unusedtiles8
A static whale tail.
Smassmb2hills
The green rocks, which are seen from the regular overworld levels. However, there no plantlife on top.
Smassmb2 albatoss
An Albatoss enemy having a big for 8-frames long (with the last frame unseen), just as it plays out in the NES Version.
Smassmb2 earlyshell
An alternate design of the shell, looking almost the same to the original sprite from the NES version.
SMAS SMB2 WartBricks
Unused colored bricks of Yellow, Green, and Blue in Wart's Chamber. They can only be seen in-game using Debug Mode.

Unused Music[]

Clip Description
An unused fanfare, almost sounding identical to the Slot Machine game. It was later used in Super Mario Advance 4: Super Mario Bros. 3 for when the player wins the picture slots minigame.

Super Mario Bros. 3[]

Unused Graphics[]

Image Description
SMASMapLeft
SMASMapUp
SMAS-LuigiMapLeft
SMAS-LuigiMapUp
Walking animations of Mario and Luigi moving left and up, which were also unused in the original game.
SMASAltMario
The alternate small Mario sprite from the mini-game intros.
SMASHammerSlide
A graphic of Hammer Mario sliding. Just like the glitch in the original game, it can be done in here too.
SMASAltKoopa
A Koopa looking similar to the one used in Super Mario World. It was possibly supposed to be seen in the 2-player minigame.
SMASSpikyCheep
The original Spiny Cheep-Cheep, ripped from the original game. A blue one is used instead.
SMAS-FireSnakeTailUnusedFrame
A second frame for the Fire Snake's tail. While the equivalent frame was used in the original game, this one only uses the first frame horizontally (flipping it to make it more animated).
SMAS-FireSnakeUnusedHead
An unused alternate head graphic for the Fire Snake. It looks similar to the original game's counterpart.
SMASGoldCheep
A Golden Cheep-Cheep. Just like the original game, it goes unused
SMASGreenPara
A Green Para-Beetle. Just like with this Golden Cheep-Cheep, this also goes unused.
Smassmb3chest
A differently shaded when the player beats the Hammer Bros.
Smb3weirdcard
A very simple and flat version of the spade card icon in the world map.
SMASOutlines
Four of the six end-of-level outlines meant to be seen in background. Since the Plains and Clouds outlines have been overwritten, they are unseen from the player.
SMASUnusedprincess
An Outline image of Princess Toadstool (being texture-less) for when the player gets a letter after every world.
Smb3unusedprincess
Slight different graphics for Princess Toadstool. The major difference is her crown is pure white instead of Yellow.
Smas smb3unusedtiles11
A square donut block, which would later be used in the GBA remake for some of the World-e levels.
Smassmb3block
A Blue block meant to be seen in the Toad Houses on the floor. It looks similar to the 2-player battle minigame.
Smas smb3unusedtiles10
Smb3waterfallgif
Smb3wavesgif
Water and waterfall tiles directly based off of the original game, which can be seen in 8th Unused Level.
SMASLostBonus
Graphics relating to the cut bonus games, ripped right from the original game.
Smas smb3unusedtiles9
Unknown. Ripped right from the original game.
SMB3UnusedDesert2
SMB3UnusedDesertEX
Two separate tiles showing a ladder and two different wall types meant for the Desert Levels, also ripped straight from the original game.
SMB3-TankTread
Large tank treads meant for World 8, yet again ripped from the original game.
SMB3UnusedWater
The unused block, again ripped from the original game, from the Unused Fourth 2P Map.
SMAS-SMB3PauseUnused
An unused "PAUSE" text which was likely used before the save menu was implemented (similar to the one in Super Mario Bros.). Although the "P" and "U" are used in the "TIME UP" text, the "A", "S", and duplicate "E" are not.
SMAS-SMB3EarlyPause
An earlier version of the "PAUSE" message, appearing to be simply reshaded from the original game.
SMAS-SMB3EarlyTimeUp
An earlier version of the "TIME UP" message. Same reasons as above.
SMASUnusedbg3
A background for the underwater tiles, looking somewhat like sand.
Smas smb3unusedtiles8
A background meant to appear for the Fortress Levels. Since the pillars reach down to the lowest part of the screen, there is no room for it to be seen in-game. However, it can be seen in promotional footage.
SMAS oddtanksbg
Although they appear right after the graphics for the dark mountains background (being the tank/battleship levels for World 8), it's hard to make out what the tiles on the left were meant for.
SMASUnusedCloudBig
A large cloud meant to be seen in Plains, Grasslands, and Ice levels, but were seen in the original game.
SMASUnusedPlains
A doubled-layer of bushes, which also went unused from the original game.
Smassmb3bush
The original design for the big bush, though unused, somehow gets a revamp.
SMASUnusedCloudSmall
A Small Cloud meant for the Grasslands and (oddly) Cave levels.
SMB3UnusedGrass2
The corner pieces, which were also unused in the original game.
SMASUnusedGrassSky
Spiral Clouds, which were used in the original game, along side a platform that gets unused again. It was meant be seen in the Higher Plains levels.
SMB3UnusedHillWaterSlopes
Slopes over a surface of water, somehow planned for the Higher Plains levels.
Smas smb3unusedtiles2
Small versions of the platforms, compared to the ones used in-game.
Smas smb3unusedtiles6
Two frames for an animated cloud platform. The first frame is identical to the other regular static cloud platforms.
SMB3UnusedBushEdges
SMB3UnusedBushExample
A different shading tile design for head bushes.
SMB3unusedcaveslopes
SMB3UnusedCaveWaterSlopes
Some unused slope tiles that were meant to be used in the cavern levels. One is a slope for the upper part of cave levels (such as the outside area of World 1-5) while the other four tiles are underwater slope tiles. In the final game, steep slopes are found underwater.
SMASUnusedDesert
A pyramid, which was obviously meant to be seen in Desert levels.
SMB3UnusedSky
The unused cloud corner tiles, ripped right from the original original game.
SMB3UnusedDungeon
The unused border/frame (possibly meant for Bowser's Door), being ripped right from the original game.
Smascrossbeam
Some platforms for the crossbeams in airship levels..
SMAS 5towerunused
The tower map icon for World 5. Although the graphic itself is used, the grassy texture around it is not.
Smb3shipfire
The airship icon (seen on the map) which was supposed to have fire coming out of its back for one frame.
Smas smb3unusedtiles7
The skulls meant to be seen in the World 8 map.
SMB3UnusedBowserCastle
Bowser's Castle in the world map, having some parts differently shaded than the one that appears in-game. It is also missing the terrain texture on the blank areas and also has different colored roofs.
SMB3UnusedWorld8Towers
Unused graphics for the World 8 map, being the walls and towers that surround Bowser's Castle. However, they were meant to look just like the original game's counterpart.
SMAS-Wheel
SMASTankSpikes
SMASProp
Unused wheel, spikes, and propeller being updated from thier original graphics.
SMASSMB3NESItemBlock
Comparing with the original graphics, this question block was originally seen in World 8 for the tank/battleship levels. Due to the restructuring of graphics in VRAM however, it goes unused in the final game.
Smb3tankswatergif2
An early version of the foreground water, seen throughout the battleship levels for World 8.
SMAScloud
A spiral cloud, which was replaced with a different one, meant to be seen in the Title Screen.
SMASunusedshadows
SMASunusedshadowsex1
Tiles for shadows cast by the decorational bushes, which were used in the original game. This was also meant to be seen in the Title Screen.

Unused Spade Game Behavior[]

Just like in the original game, the Spade game has an unused counter variable which controls how many times the player gets to play. By setting the variables, the game will allow the player to keep trying until he/she either wins or the having counter reaching to zero.

Unused Levels[]

Most of the unused levels from the Original game have also made it's way to this game too.

Image Name Description
SMASHammer7
World 7 Hammer Bros. Since no Hammer Bros. exist in World 7, this goes unused.
SMASUnusedLevel1
Unused Level 1 A level that's resembles World 5-3, containing a Goomba Shoe and some Spinies. It features multiple connecting pipes (as there's usually one) and starts the player on the left side instead of the right.
SMASUnusedLevel2
Unused Level 2 The concept looks similar to World 3-9, but with a different layout. The pipe on the bottom left leads to a room with another pipe and taking it leads the player to a cloud bonus stage, which also has Lakitu's Cloud. The only way to get to the real exit is to fly over the pipe
SMASUnusedLevel3
Unused Level 3 Containing another Goomba Shoe, this level features a continuous Starman chain. Just like the original, the hidden Note Block is still difficult to get as hitting it will often drop the player down into the pit. There is also a lone coin floating way up in the sky, near the beginning of the level.
SMASUnusedLevel4
Unused Level 4 An early version of World 1-5. The entrance room was changed from having doors to a large slope, the end adds multiple paths compared to the original level's linear method, the Piranha Plants show up through every pipe, and cloud bonus level hasn't been added yet.
SMASUnusedLevel5
Unused Level 5 A collection of large question blocks with each one containing a Tanooki Suit. The only way to explore the rest of these rooms is through hacking. The side pipes exit to the map, while the floor pipes lead to an empty room.
SMASUnusedLevel6
Unused Level 6 The water bobs up and down like in World 3-3 and the Fire Snakes and Fire Chomps don't load their correct graphics.
SMASUnusedLevel7
Unused Level 7 An auto-scrolling water level with an ice theme. It contains Fire Flower at the start, being very difficult to get as the screen scrolls down immediately, All of the pipes generate water currents and, just like the original, the only level that contains the Golden Cheep-Cheeps.
SMASUnusedLevel8
Unused Level 8 A vertical level which requires the player to swim upwards to the exit. Unlike the original, this level was more worked on and even has an exit, being an empty desert room.
SMASUnusedLevel9
Unused Level 9 A simple cloud level, possibly intended to be a bonus room. There's a generator hat spawns Red and Green Para-Beetles. The screen bobs up and down like in World 3-3 and exits to the standard cloud end room.
SMASUnusedLevel10
Unused Level 10 A cloud bonus room. Nothing much to say here other than being just like the Original.
SMASUnusedLevel11
Unused Level 11 An early version of 1-6. The major change is the lack of line following platforms (with the only two platforms going back and forth). Other than that, there are also some more enemies. Unlike the Original, there's no ground below the exit. Because of that, it's not possible to complete this level.
SMASUnusedLevel12
Unused Level 12 Another early version of 1-6, but is much more incomplete. It doesn't have a goal, so the only choice to end the level is to fall into the pit. The starting position is also weird, as it's way above the ground.
SMASUnusedLevel13
Unused Level 13 It's just like Unused Level 12, but the level is lowered 16 pixels.
SMASUnusedLevel14
Unused Level 14 A strange level with no enemies or exits. The top of the screen is dotted with odd white tiles, which are possibly stars.
SMASUnusedLevel15
Unused Level 15 A possible test level, with having a single Hammer Brother which contains an empty chest upon defeating it.
SMASAltExit
Alternate 4-5 Exit Unlike the original game, the wall for the pipe is missing, and the big shrub graphics are glitched out as the NES version used the outline palette for this room.
SMASOriginalExit
Original 5-1 Exit It's just like what it is in the final game but with the exit object being removed from this area.

External links[]

Super Mario All-Stars on The Cutting Room Floor.

Advertisement