MarioWiki

Vote for a featured article!

READ MORE

MarioWiki
Register
Advertisement

This article pertains to the beta elements of Super Mario Bros. 3.

Unused Levels[]

There are a total of 17 cut levels for this game.

Cut Levels[]

Image Name Description
SMB3Unused2PLevel
Fourth 2P Level A stage with a large arc of coins, along with some oddly unused blocks. As each coin is collected, an incorrect tile appears to take its place. There is also a code relating to the timer that immediately has Mario lose a life. This would indicate that the mini game would've had the player win with the most coins.
SMB3Hammer7
World 7 Hammer Bros. Since no Hammer Bros. exist in World 7, this goes unused.
SMB3UnusedLevel1
Unused Level 1 Possibly an early version of level 5-3. It has Goomba Shoes, Spinies, and connecting pipes. Two huge differences though compared to the final version is that the player starts out on the opposite side of the map (meaning the player usually starts on the right side) and the existence of multiple connecting pipes, as opposed to only one used in the final game.
SMB3UnusedLevel2
Unused Level 2 Looks similar to level 3-9, with the pipes connecting to an underwater area but the enemy setup being completely different. The ending however is strange however as the player appears out of nowhere and attempting to go into the pipe right in front of them, he/she will appear in a Coin Heaven, leading to a treasure box containing Lakitu's Cloud. If the player wants to get to the real exit though, they must fly over the pipe and the blue structure with a Tanooki Suit.
SMB3UnusedLevel3
Unused Level 3 A hilly level with Lakitu and several continuous Starmen, possibly an early version of 7-3. There is also a Goomba Shoe present as the development team most likely wanted the item to appear in other levels besides 5-3, which never happened. The entire area is almost completely devoid of ground enemies, along with the Pink Note Block (leading to a Coin Heaven) is extremely difficult to activate as it tends to immediately bump the player down into the pit if attempted (even so, it is possible).
SMB3UnusedLevel4
Unused Level 4 Seemingly looks like 1-5, although a lot more challenging version of it, with Piranha Plants awaiting the player's at the foot of each slope. There is also dd side-by-side doors at the beginning of the level and no Coin Heaven.
SMB3UnusedLevel5
Unused Level 5 A level that contains many unused Tanooki Suit bonus rooms, presumably as a quick way to test the bonus room layouts before implementing them into the final game. As the wall pipes simply return player to the world map, the ground pipes lead to an empty room where Mario/Luigi fall to his doom. The only way to access all these rooms though walk-though-walls cheat code.
SMB3UnusedLevel6
Unused Level 6 Possibly a level meant for somewhere in World 6. It features many Cheep-Cheeps and Fire Chomps, along with a whole level that moves up and down. A pointer to this level still exists on top of the START tile in World 1. The team most likely placed the level tile there during development in order to quickly test out new levels. There is also a glitch where if the player jumps onto the middle of the moving platform as Super Mario/Luigi and stands completely still, as they pass by the wooden block, Mario/Luigi will stomp on the Cheep-Cheep or Fire Chomp and will just be standing in mid-air.
SMB3UnusedLevel7
Unused Level 7 An autoscrolling level with Jelectros, like the ones seen in 7-4. It's possible that this level concept was first planned for World 6, but was then pushed back to World 7, leaving this stage unused. The Ice Flower at the beginning of the level is almost impossible to collect due to the screen scrolling immediately down. The level also features an unused Gold Cheep-Cheep, but some to none will appear on most cases due to a sprite overload.
SMB3UnusedLevel8
Unused Level 8 A vertical level which requires the player to swim upwards to the exit. The level is short, has no enemies, and no proper exit. It could possibly be part of a larger level, so it was likely unfinished.
SMB3UnusedLevel9
Unused Level 9 A rather bland level featuring blocks moving up and down and with Para-Beetles (including the unused green ones) throughout the level. Much like Goomba's Shoe, Para-Beetles are used in only one level in the final version. Also the stage is far from finished.
SMB3UnusedLevel10
Unused Level 10 A Coin Heaven, but this one has warp pipes.
SMB3UnusedLevel11
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.
SMB3UnusedLevel12
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.
SMB3UnusedLevel13
Unused Level 13 A 3rd early version of 1-6, almost similar to the one above. The ground is one block lower, and the player doesn't start somewhere in mid-air.
SMB3UnusedLevel14
Unused Level 14 A strange level with no exit or enemies at all. The most interesting feature is the starry background at the top, which went completely unused in the final game.
SMB3UnusedLevel15
Unused Level 15 A confusing and odd design, possibly a test room. It has a Hammer Brother (which never shows up in a level), stacked cloud platforms outside (unused outside the stage), an inactive Bullet Bill cannon, and a control block to end the level when the player opens the treasure chest.
SMB3AltExit
Stage Exit Although not a level, this is a stage exit that's located the Tanooki Suit room of 4-5. It's never use there nor anywhere else in the game.

Unused Graphics[]

General[]

Image Description
SMB3HammerSlide
A sliding graphic for Hammer Mario. Although Hammer Mario can't slide, it's still possible to see this with a glitch. In the bonus room of World 6-10, sliding on the slope into the power-up will have Hammer Mario continue on sliding.
SMB3FrogMarioFront
An alternate front-facing sprite of Frog Mario.
20151122031119!SMB3PBall
A P-Circle in the Graphics bank, which is used for the kings' chambers and Toadstool's letters.
SMB3ToadStatue
A "background" version of Toad. Judging on the look of his face, it was possibly unused for that reason.
SMB3-Unused-CastleBrick
An unused brick tile seen in pre-release screenshots, having somewhat of a reminiscent of similar brick graphics used in various areas of Super Mario Bros. 2. It was possibly planned for a fortress level.
SMB3SmallOpenChest
An opened version of the small chest. Although the small chests were normally seen in-game, they disappear when opened. The background version, however, was meant to appear in Toad Houses with up to four small chests and can even be found in some unused code.

Map[]

Graphic Description
SMB3MapMarioLeft
SMB3MapMarioUp
Unused map animations for Mario walking left and up. It seemed that some (if not all) maps would've looked similar like the ones in Super Mario World. While two of these frames are displayed when you choose "Continue" after a Game Over, the rest are not.
SMB3QuestionMark
An unused question mark, maybe for a hidden level?
SMB3-UnusedCastle
This odd-looking castle or fortress
SMB3Skull
Found in the enemy map files (such as the Hammer Bros.), it was possibly intended just like the others. It's possible it would've made it into World 8.
SMB3-Course11-19
All the numbers (excluding 10) of 1-19. Although 1-9 are used, 11-19 are not.

Plains/Ground Levels[]

Image Description
SMB3UnusedGrass
Some odd diagonal lines and bush tiles.


Used Unused Description
SMB3BushesEX
SMB3UnusedGrassEX
Originally, the bushed would've been connected into groups. In the final game, they're not.

Grassland Levels[]

Image Description
SMB3UnusedGrass2
Unused border tiles for the darker sections of the grassland levels.
Used Unused Description
SMB3GrassEX
SMB3UnusedGrass2EX
In-game, the darker sections have no borders as they just end.

Higher Plains/Sky Levels[]

Early Final Description
SMB3UnusedSkyGrass
SMB3UnusedSkyGrass2
An earlier version of the cloud platforms seen in World 5, having a slightly different shape and shading.

Desert Levels[]

Image Description
SMB3UnusedDesert
Some random scattered tiles.
SMB3PipeConnector
SMB3-BrokenPipe
A purple pipe connector, which are breakable to then become a broken pipe. It's not finished as it has no associated bouncing block sprite.
SMB3UnusedPlatform
A bright blue floating platform.
SMB3SandPillar
A background object possibly being a pole or pillar.
SMB3SandBlock
A sandstone block.
SMB3SandChains
Background chains, possibly would fit in a cave level.
SMB3UnusedDesert2
SMB3UnusedDesertEX
SMB3-DesertUnusedEX2
Three separate tiles showing a ladder, two different wall types, a shiny crystal-like object, and few purple objects intended to connect to the bottom of pipe connectors (which can be seen in an early screen shot of the game..

Ice, Sky, Underwater, and Castle Levels[]

Image Description
SMB3UnusedIce
Appears to be plant life for an Ice level, which is used at the end of World 7. Interestinly, the generator only spawns the middle snow block. So snow underneath this grass won't give the player slippery ice physics
SMB3UnusedSky
Some unused cloud corner tiles.
SMB3UnusedSkyEX
A stack of clouds. Although still unused, these can be seen in Unused Level 15.
SMB3-WaterPropeller
Half of a strange propeller-like object meant for somewhere in an underwater stage, along with a duplicate of the Spiny Cheep-Cheep. As it was found in the "Scratch Pad" files, with none of its tiles in the proper arrangement, and was also partially overwritten by one tile of the Lava Lotus, it was most likely scrapped way early during development. It's possible that it would relate to one of Bowser's Airships.
SMB3UnusedDungeon
Possibly the top of the door in Bowser's room, which normally has a platform there.

World 8[]

Image Description
SMB3BGTiles
Spikes, a wheel, and a propeller that were likely meant to be used for the tank and airship levels.
SMB3-TankTread
Large tank treads possibly meant for it's wheels and thread designs. The small rollers also oddly move.

Two-Player Level[]

Image Description
SMB3UnusedWater
An unused block, which is seen in the Unused Fourth 2P Map.

Ending[]

Image Description
SMB3-EndingGoomba
A Goomba with it's closed eyes that was meant to appear somewhere in the ending.

Unused Bonus Room Content[]

Game Hosts[]

Originally, there were going to be four host characters besides Toad alone. These being two Koopa Troopas (with one of them having a Box) and the other being a Hammer Bro. But since they are always enemies in the game, they were most likely scrapped because of it.

Image
SMB3Hosts
SMB3 Host1

Unused Backgrounds[]

There are five unused backgrounds present.

Image Description
SMB3 BonusBG1
The Bonus Room without table.
SMB3 BonusBG2
The Bonus Room with a corrupted blue box.
SMB3 BonusBG5
The Bonus Room being completely empty.
SMB3 BonusBG3
The Bonus Room with a broken orange box.
SMB3 BonusBG4
The Bonus Room with a tall object.

Unused Text and Bonus Games[]

Some Japanese Text, translated into English, referencing a couple of mini games that were cut. There are also 8 Bonus Games, all relating to a dice block.

Text Description
Roll a 1 to get 1.

Roll a 2 to get a key.

Roll any other number to get coins

Rolling a one grants a 1-Up, rolling a two grants the player increments the first byte of the active Player's score "storage" (to persist 1P or 2P's score when they switch turns) and any other number grants the player coins (on whatever number he/she gets) multiplied by ten (however, it increases the player's score instead)
Roll an odd number

and I'll let you play

the Roulette Game.

Another dice block referencing a Roulette Game.
Roll an even number

and I'll let you play

the Card Game.

Another dice block referencing a Card Game (which did get used in the remake, minus rolling the dice block).
2 - Back Was originally meant to kick the player to four possible fixed points on the world map.
Shall I give you a prize? Meant for the Prize Dice Minigame (Roll a 1, Roll a 2, or roll any other number)
There are three rounds. This message was meant to appear after rolling an odd number.
You have two chances.

Try to find a pair

of matching cards.

This message was meant to appear after rolling an even number. Although the card game was scrapped in this game, it did make it in the remake.

There is also two placeholder text of "CCCCCCC CCCCCCC" and "DDDDDDD".

Unused Objects[]

Image Object Name Description
N/A Object 00 A code that makes the object move (up to a certain speed). It was most likely used to test out collision.
N/A Object 02 Can be destroyed by its initialization routine if the player isn't standing on two of the same tiles. Otherwise it starts at a vertical height to then match the player's.
SMB3Object04Frame1
SMB3Object04Frame2
Object 04 It faces the player upon initialization. If Mario/Luigi collides with this object, it'll stick to him (like a Micro-Goomba) and will never come off, but it doesn't affect his movement. It can be killed with a Koopa shell or Hammer.
SMB3Object05Frame1
SMB3Object05Frame2
Object 05 This object walks around like any normal enemy would. At a certain point in its walk cycle, it will jump up to Mario/Luigi's Y position and then fall back down and walking into it will bounce the player in the opposite direction. he only way to get damaged by this object is to let it fall on Mario/Luigi, or destroyed with a Koopa Shell/Hammer.
SMB3Object0A
Object 0A A simple stationary object that Mario/Luigi can push. Its collision detection doesn't seem to be complete, though, since it can be pushed into walls.
N/A Object 1C Causes something to fly off towards the player, out into the sky, and leaving a mushroom gliding along where it spawned. This could've been like the bushes in Super Mario World where the player can run by them and a mushroom pops out. However, the functionality is not nearly complete enough to be used that way.
SMB3FlashingCards
Card Objects Stationary (more colorful) object versions of the cards usually found at the end of each level! Collecting them will add the appropriate card to your inventory like the ones used in-game, but there's nothing in this object's code to handle when the card collected is the third card (including 1-Ups).
SMB3GoldCheepCheep
Tan Cheep-Cheep It swims across the screen in an odd wavy pattern and is considerably faster than the standard red or green varieties. It can be seen in the seventh unused level where they always show up in groups of three.
SMB3GreenParabeetle
Green Para-Beetle It's just like the Red Para-Beetle seen in the game, but flies faster.
Bouncing Object A peculiar object that basically behaves similar to a Spiny Egg, but with glitched graphics, and can also curiously be bounced by a bounce block to turn around. It's purpose of what the object could be is unknown.
Para-Beetle Swarm A control object that will spawn Green and Red Para-Beetles on the left and right sides of the screen, which can be seen in the unused levels nine and ten.

External links[]

Super Mario Bros. 3 on The Cutting Room Floor.

Advertisement