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This article pertains to the beta elements of Super Mario Maker.

Unused Text[]

SD Card[]

Found in the files of Cmn/DebugSDCard_00.msbt in Message/LayoutMsg_XXxx.szs is most likely related to a debug function to view level and save data to an SD Card on the console, transfering it back and forth too! T_ExportIndex_00 will be excluded as it is for exporting some data that cannot be visualized.

String ID Text
T_AllExport_00 Export all to SD card
T_AllImport_00 Import all from SD card
T_Exit_00 Back to Coursebot
T_Export_00 Export to SD card
T_ExportFileName_00 xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
T_Info_00 No SD card inserted
T_Info_01 NAND memory is full, so import from SD card was canceled
T_Info_02 All SD card data imported.

Courses will now be reloaded.

T_Info_03 NAND memory is full, so the data cannot be imported.
T_Info_04 No course data found on SD card.
T_Info_05 Obtaining filename list from NAND memory...
T_Info_06 Obtaining filename list from SD card...
T_Info_07 Importing from SD card...
T_Info_08 Exporting to SD card...
T_Info_09 Deleting all NAND save data...
T_Info_10 Export to SD card complete
T_Info_11 Failed to load course data. Data will now be reset.
T_Info_12 There is no data in NAND memory.
T_Info_13 Import will now be ended.
T_Info_14 Failed to save data. Is the SD card write-protected?
T_Info_20 All NAND save data deleted.
T_Info_30 Loading course data...
T_Info_31 Finished loading course data.
T_SaveAllClear_00 Delete all NAND save data

Unused Costumes/Characters[]

The /Mush/CharaMarioTable.byaml file contains data related to the Costume Mario transformations. Among these are 5 costumes [originally 13] that never made the final cut, all of which were removed in the v1.01 patch and onward.

Filename Description
GoldenRetri
MarioUs This file represent Super Mario Bros. 2 as the filename of it abbreviates from "Mario USA". The sound effects still exist in the game's data.
Muncher Munchers do appear in this game, this maybe this was just some leftover text.
Tetris As the filename suggests, a Tetris block was planned to be made playable as a costume for this game at one point of development. It was possibly scrapped because of the licensing with the company.
WindowsLogo Possibly a Microsoft Window Logo? It's odd why this text string is in the game's files.

Unused Object Setting[]

Unused Sizes[]

There are two unused object sizes: 150% and 300%. These do not give the object special behavior like the used 200% size does.

Diagonal Pipes[]

The variable that controls the direction of where the pipe is facing actually allows for a full 360 degree movement, allowing for diagonal/slope pipes. However, they do not appear to have been fully implemented into the game's code as they are graphically glitchy (acting as some sort of "staircase" and not a real slope). It doesn't seem to be possible to enter them by conventional means (apart from being in the editor).

Unused Audio Content[]

Unused Music[]

The Gnat Attack minigame's 30-second time limit keeps the level themes from playing all the way, thus leaving all portions (and the loop) beyond that unused. The original Mario Paint version didn't have a time limit, so it's possible that the this game would've originally worked like that too.

Clip Filename Description
BGM_Hae1_BassPlus The full music for the first stage, including its sudden end and loop.
BGM_Hae2 The full music for the second stage.
BGM_HaeBoss_A The full music for the final stage.
BGM_HaeBoss_B The full "pinch" music for the final stage when the boss is at low health and it turns red. Surprisingly, some thought this was completely unused, however the player would only really hear this for about five seconds before he/she runs out of time or the boss is defeated.

Unused Sound Effects[]

Mahjong Tile Sounds[]

Alternate versions of the unique victory jingle for the Mahjong Tile Mystery Costume exist with different voice clips played before the actual jingle. These are the "tsumo" and "ron" exclamations made upon winning a game of Japanese Mahjong. These are placed directly in the Sound directory unlike the other Mystery Mushroom sound effects.

Clip Filename
CharaMario_MahjongTile_tsumo
CharaMario_MahjongTile_ron

MarioUs[]

These sounds effects are from Super Mario Bros. 2 (Super Mario USA in Japan, as the filename suggests) and would presumably be for Mario from that game. In the final game, only Peach, Shy Guy, and Birdo costumes use sound effects from that game. These sounds would later be used in the Super Mario Maker 2 as the SMB2 Mushroom was added as a powerup in the 3.0.0 update of the game.

Clip Filename Description
powerup Would play when the player obtains the costume.
appeal Would play when the player picks up an item from the ground (before throwing it).
jump
down Plays the theme when the player loses a life, falling into a bottomless pit.
goal Would be used when a level is cleared.

PinkRabbit (Baito/Arcade Bunny)[]

This costume was added into the game on December 17, 2015. Upon it's addition to the game, one sound effect was modified in the final version of the game. The "appeal" sound effect was changed from a high-pitched gibberish to a different, lower-pitched gibberish.

Unused (PinkBunny) Used (Boss011)

Unused 3D Model[]

SceneModel

Found in the /Model/SceneModel.szs is a model that was most likely used for testling materials. There are 13 materials attached to it with one assigning to each face. The materials go as: dummy00, dummy01, dummy02, dummy03, dummy04, dummy05, dummy06, dummy07, gsys_assign_cubemap, gsys_assign_depthshadow, gsys_assign_gbuffer, gsys_assign_material, and gsys_assign_zonly. There are no textures for this model.

Unused Graphics[]

Course Editor[]

Image Game Description
Smb1 sledge bro
Smb3 sledge bro
Smw sledge bro
Nsmbu sledge bro
All Full versions of the Sledge Bro. preview images for each of the game styles, which can only be seen by putting one into a Block, Question Block, Lakitu, ect. Due to the way the images were designed, when highlighted in the main UI, the preview image jumps. But if certain enemies and items are inserted inside certain objects or generators, they don't have the bottom of 1/4th of their images and are never normally seen. As Sledge Bros. they are not truly separate from the Hammer Bros.
Super-Mario-Maker-Oldplat
Super Mario World A preview icon for the water-floating platforms seen in the original Super Mario World. Since this game does not have this kind of platform, or even pools of water, it is likely that this design was meant for one of the other platform types. A different preview image, for the New Super Mario Bros. U falling platform, has that design of the normal platform but with a down arrow on it.
Super-Mario-Maker-Newplat2
SuperMarioMaker-Skin M1 block 00
SuperMarioMaker-Skin M1 hatenablock 00
SuperMarioMaker-Skin M1 kinokoblock 00
SuperMarioMaker-Skin M1 edgeblock 00
SuperMarioMaker-Skin M1 ashiba 00
SuperMarioMaker-Skin M1 jumpstep 00
SuperMarioMaker-Skin M1 coin 00
SuperMarioMaker-Skin M1 kuribo 00
SuperMarioMaker-Skin M1 logo 00
Super Mario Bros. Early UI icons used back when the game was simply Mario Maker and are split between a few files (/Layout/Edit_TestDragBtn_00.szs, /Layout/Edit_TestPostBtn_00.szs, /Layout/Edit_TestListBtn_00.szs and /Layout/Test_ActorBtn_00.szs).

Super Mario Bros.[]

Image (Early) Image (Final) Description
SMM alt Koopa Clown Car 4
SMM alt Koopa Clown Car animated
SMM alt Koopa Clown Car 2
SMM alt Koopa Clown Car 3
SMM final Mario Koopa Clown Car
Collecting a Big Mushroom switches most enemies to alternate sprites in addition to some other effects. However, the final Big Mushroom version of the Koopa Clown Car just puts a muststache on the original Clown Car, leaving this "Mario-like Clown Car" go unused.
SMM Unused Bowser+Jr sprites
SMM Final Big Mushroom Bowser+Jr sprites
These sprites of Bowser and Bowser Jr. carrying Peach and Luigi go unused as their final counterparts used sprites give each enemy a hat/mustache, a slightly different palette and an alternate hairstyle (for Bowser Jr.).
SMM Unused Luigi Cannonball
SMM Final Luigi Cannonball
Seems to be a sprite for the Luigified cannonball. But the final version of the game, it's animated and has a slightly different color palette compared to it's earlier counterpart.
SMM Mario Goomba
SMM final Mario Goomba
Seems to be an early Marioified Underground Goomba. However, the final version of it has a different mustache, wears a Mario hat, and doesn't even recolor the Goombas when underground.
SMM Big Steely
N/A Sprites for the Big Steely from Super Mario World and a tear drop for the Clown Car, neither of which appear anywhere in the final game.
SMM Unused Stretch SMB
SMM final Stretch SMB
Sprites for Stretch, which are very different compared to the final version of the game as they are less defined, use different colors, and a different face. They also appear quite temporary and seem to have Big Mushroom versions of them.
SMB bridge
SMM unused bridge SMB 1
SMM unused bridge SMB 2
SMM final bridge SMB
The bridge graphic tile, which is used at the end of castle courses, was taken directly from the original game (top image), whereas the final version is thinner and has a slightly different color palette (presumably to match the other game styles). For some reason, it also appears in every tilesets except for the castle one, which means they were either a placeholder or these they could've been placed in those categories at one point of development.
SMM early key coin SMB
SMM3DS Unused Pink Coin SMB
SMM final key coin SMB
SMM3DS Final Pink Coin SMB
An unused red coin graphic, which might be related to the pink coins (which were later used in the current version of the game). There are also animation graphics for it.
SMM unused Goal Pole
SMM final Goal Pole
A shiny, higher-resolution version of the Goal Pole that was used in the E3 2014 demo of the game.
SMM Fire Mario hipat0
N/A An unused copy of a sprite of Fire Mario sliding down the flagpole that was intended to be used for ground pounding.
SMM Weird Mario appeal
N/A This sprite of Weird Mario gives him an extra button. This one's named "appeal", meaning that it was going to have a pose, like Costume Mario.
SMM unused Modern Mario
SMM final Modern Mario
Modern-colored Mario with a slightly different color palette with it's color scheme looking similar to the 8-bit Mario from the original game. Oddly enough, the Dr. Mario and Kart Mario costumes have the same shade of brown as the unused version of the Mario costume.
SMM-SMB-Unused-Toad
N/A A smaller version of the Toad sprite.

Super Mario Bros. 3[]

Image (Early) Image (Final) Description
SMM unused Stretch SMB3
SMM final Stretch SMB3
The Stretch enemy gets another unused style, which is having almost the exact same color palette as the original.
SMM DummyPaletteIcon 00
SMM final SMB3 Koopa icon
An early icon for the green Koopa Troopa, having a brighter shell compared to the final game.
SMM unused bridge SMB3
SMM final bridge SMB3
The unused castle bridge having a graphical shift, which is strange since it's not even used in the original game. Like the ones in the Super Mario Bros. version, it appears in all tilesets except for the castle's version.
SMM early key coin SMB3
SMM3DS Unused Pink Coin SMB3
SMM final key coin SMB3
SMM3DS Final Pink Coin SMB3
Another unused red coin graphic, along with their animations, in the style of Super Mario Bros. 3.
SMM unused Small Mario hipdrop SMB3
SMM unused Mario hipdrop (SMB3)
SMM unused Fire Mario hipdrop (SMB3)
SMM unused Raccoon Mario hipdrop (SMB3)
N/A These seem to show Mario either sliding or ground pounding, though both the name "hipdrop" and the lack of slopes suggest the latter. These were later used in Super Mario Maker 2 for sliding on slopes, with the palette being updated to match the rest of the sprites.
SMM unused Small Mario wall kick (SMB3)
SMM unused Mario wall kick (SMB3)
SMM unused Raccoon Mario wall kick (SMB3)
N/A These jumping Marios more resemble to the traditional Mario jump, but their name of "wall_kick" suggests they were for wall jumping, which is only available in the New Super Mario Bros. U style in the final game. For some reason, Fire Mario is absent and Small Mario's sprite is identical to the one used in the final game. By editing the game's control files to enable ground pounding, these sprites can be seen. However, even through enabling wall jumps, the wall_kick sprites can't be seen at all.


All the hipdrop (Ground Pound) and wall_kick sprites use slightly different palettes to the sprites used in the final game, being darker and more vibrant than the softened final sprites, suggesting they were directly ported from the original game.

Super Mario World[]

Image (Early) Image (Final) Description
SMM unused Stretch SMW
SMM final Stretch SMW
The Stretch enemy having yet again a different color palette, now in 16-bit! However, this one looks like enemy was originally going to be a bit scarier.
Smmkccold
Smmkcc
The Koopa Clown Car has alternate hurt sprites with much simpler shading than the final version. This is actually more reminiscent of the Koopa Clown Car from the original game.
SMM unused bridge SMB 1
SMM final bridge SMW
The thicker castle bridge returns for all tilesets, except the castle's, once again. However, they are identical to the Super Mario Bros. 3-style version this time around.
SMM early key coin SMW
SMM3DS Unused Pink Coin SMW
SMM final key coin SMW
SMM3DS Final Pink Coin SMW
Another unused red coin graphic, along with their animations, in the style of Super Mario World.
SMM unused cape and Mario
N/A Placeholder or test graphics for Mario and his cape exist within the game's files, which are simply the original shapes but with crosses on each one of them.
SMM SMW Mario hipat sprites
N/A All the hipdrop (Ground Pound) sprites use slightly different palettes to the sprites used in the final game, being darker and more vibrant than the softened final sprites, suggesting they were directly ported from the original game. These sprites were later used in Super Mario Maker 2.

New Super Mario Bros. U[]

Image (Early) Image (Final) Description
SMM cloudless Lakitu throwing (NSMBU)
SMM cloudless Lakitu throwing right (NSMBU)
N/A While all of Lakitu's sprites have feet, only the neutral and defeated sprites actually use them, which makes the throwing sprite's feet completely unseen by the player.
SMM unused Hammer Bro death (NSMBU)
N/A Sprites for a death animation of the Hammer Bros. exist in the game's files.
SMM unused bridge SMB 1
SMM final bridge NSMBU
An unused version of the castle bridge is present in all tilesets except the castle's, with this one having the most drastic makeover of them all. This time, the unused version is identical to the Super Mario Bros. version, except it having an incorrect pixel aspect ratio.
SMM early key coin NSMBU
SMM final key coin NSMBU
Another unused red coin graphic in the style of New Super Mario Bros. U.

Nikki Picture[]

SuperMarioMaker-NikkiImage

A drawing of Nikki (the mascot of Swapnote) is present in the Layout folder as image.jpg. It is dated October 4, 2012 and was edited in Photoshop. It originates from the Wii U SDK.

Early Splatoon Icons[]

Found in the /Layout/ItemIcon_00.szs are a bunch of graphics from seemingly an early version of Splatoon. The style does not match the final nor the game's reveal at E3 2014, making these some rather early leftovers. Though some are in the actual game's files, there are tons that went unused in this game not found in the files on the other disc.

Gear[]

Weapons[]

Sub/Special Weapons[]

Unlike the final version of Splatoon, the sub-weapons are in full static colors. The final game keeps them mostly colorless due to the ever-changing nature of the Inklings’ ink colors.

Image (Early) Image (Final) Name Notes
SuperMarioMaker-SplatoonBurstBomb
SuperMarioMaker S Weapon Sub Burst Bomb
Burst Bomb
SuperMarioMaker-SplatoonSuctionBomb
SuperMarioMaker S Weapon Sub Suction Bomb
Suction Bomb It's likely that the tennis ball was merely a placeholder model for the Suction Bomb.
SuperMarioMaker-SplatoonSplatBomb
SuperMarioMaker S Weapon Sub Splat Bomb
Splat Bomb
SuperMarioMaker-SplatoonBeakon
SuperMarioMaker S Weapon Sub Squid Beakon
Squid Beakon The Squid Beakon originally took the form of a flag rather than a radar dish.
SuperMarioMaker-SplatoonDisruptor
SuperMarioMaker S Weapon Sub Disruptor
Disruptor The Disruptor originally looked like a sphere with holes (like a complex bowling ball) before the design was changed to a chemical flask.
SuperMarioMaker-SplatoonSplashWall
SuperMarioMaker S Weapon Sub Splash Wall
Splash Wall The icon for the early Splash Wall is untextured and seems to be using it's stand for it.
SuperMarioMaker-SplatoonSprinkler
SuperMarioMaker S Weapon Sub Sprinkler
Sprinkler Between the two designs, the original is more of a simple design compared to it's final counterpart.
SuperMarioMaker-SplatoonBubbler
SuperMarioMaker S Weapon Special Bubbler
Bubbler A graphic for the inkling was not present in the earlier design of the game.
SuperMarioMaker-SplatoonInkzooka
SuperMarioMaker S Weapon Special Inkzooka
Inkzooka The original design didn't have a tube unlike the one used in the final game.
SuperMarioMaker-SplatoonInkstrike
SuperMarioMaker S Weapon Special Inkstrike
Inkstrike The Inkstrike resembled more of a cartoon-like rocket rather than a missile, with no tablet.
SuperMarioMaker-SplatoonInkzooka0
SuperMarioMaker S Weapon Special Killer Wail
BigLaser Likely an early version of the Killer Wail. It's possible that this was what it would eventually then become the Stingray in Splatoon 2.
SuperMarioMaker-SplatoonWPN
N/A Placeholder Weapon Icon This image was used for weapons that didn't have an icon yet. The list below shows the following.
  • wsb_bomb_chase (Seeker)
  • wsb_timertrap (Ink Mine)
  • wsb_allmarking (Echolocator or Point Sensor)
  • wsb_freebombs (Bomb Rush)
  • wsb_kingsquid (Kraken)

Miscellaneous[]

Pause Button[]

vol/content/Layout/PauseBtn_00.szs mentions some pause screen icons, as the filename implies.

Countdown[]

Numbers of 1 through 10 used when the player has ten seconds before the match ends.

External links[]

Super Mario Maker on The Cutting Room Floor.

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