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This artificial pertains to the beta elements of Super Mario Bros. 2.

Unused Graphics[]

Doki Doki Panic Leftovers[]

Image Description
SMB2-Lamp
A magic lamp. In the final game, it became a the potion to a secret door to enter the Subspace as they both have the same effect.
SMB2-Heart
This heart was the equivalent to the Mushrooms found in the Subspace. In the instruction manual, one page mentions that the Subspace has hearts in certain places despite having just introduced the Mushroom on the previous page.
SMB2-Lock
SMB2-Block
A lock and a metal platform, used in the ending of Doki Doki Panic for the cage where Wart kept the two children he kidnapped in the prologue. Neither of these objects nor the cage (nor the children either) have any equivalent in Super Mario Bros. 2.
SMB2-UnusedAlbatoss
The original Albatoss sprite where it no longer used the animation like in the original game as a new and more elaborate set of sprites was later made for it this enemy. The first half of the first sprite is duplicated 8 times in the graphical data for the playable characters.

Miscellaneous Graphics[]

Image Description
SMB2-Money
Money/Dollars, as hinted off the dollar bill sign. This was used in the ending of the prototype versions where, instead of showing how many times each character was used, the player receives "Prize Money" based on the number of lives used. Fewer deaths is awarded the player with more money, up to $10,000,000.
SMB2-smiley
A little smiley face, which can be found hidden in the tileset for the desert stages. This graphics isn't used anywhere in the prototype, final, or Doki Doki Panic meaning that this is possible just a placeholder for the game.
SMB2-UnusedBookTiles
The between-level and pause screens in Doki Doki Panic are two screens wide and resembles an open book, which makes sense given that nearly the entire game takes place inside of a storybook. Super Mario Bros. 2 shrunk these to one screen and the book theme was (mostly) removed, but the extra tiles for it can still be found in the game's CHR data.

Unused Animations[]

The animated tiles, (POW Blocks, Cherries, ect.) have eight frames of animation. However, due to a bug, only the first seven frames are displayed in the final game. The player can fix this by setting the correct numbers in the game to $FAF5 ($1FB05 in the ROM's files) to $28 or use Game Genie code AXNYSZTX.

Image (Final) Image (with 8th animation) Description
N/A
SuperMarioBros2Frame8
Objects, listed in the image, that are missing an eighth animation frame
SMB2 Albatoss Flap
SMB2 Albatoss Flap Full
The Albatoss, with now a very noticeably difference having smoother animations with the missing frame added.
SMB2 POW Final
SMB2 POW
It's very noticeable to see this difference as the bottom of the letters disappear the next frame after.

Unused Text[]

ZELDA: It seems that Nintendo copied the PRG footer/vector table from The Legend of Zelda and simply forgot to change the title.

Unused Sound Effect[]

Clip Description
The game is programmed to play a DPCM sample when the player dies (which is a recording of the sound that is used in Doki Doki Panic). However, due to the fact that the sound engine silences the sound effect on the music track changes, the sound does not play and thus goes unused.

External links[]

Super Mario Bros. 2 on The Cutting Room Floor.

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