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 |
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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 |
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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.
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.
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) |
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Unused 3D Model[]

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 | |
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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. | |
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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.![]() | |
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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 |
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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. |
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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.). |
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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. |
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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. | |
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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. |
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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. |
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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. |
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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. |
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A shiny, higher-resolution version of the Goal Pole that was used in the E3 2014 demo of the game. |
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N/A | An unused copy of a sprite of Fire Mario sliding down the flagpole that was intended to be used for ground pounding. |
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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. |
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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. |
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N/A | A smaller version of the Toad sprite. |
Super Mario Bros. 3[]
Image (Early) | Image (Final) | Description |
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The Stretch enemy gets another unused style, which is having almost the exact same color palette as the original. |
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An early icon for the green Koopa Troopa, having a brighter shell compared to the final game. |
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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. |
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Another unused red coin graphic, along with their animations, in the style of Super Mario Bros. 3. |
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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. |
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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.
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Super Mario World[]
Image (Early) | Image (Final) | Description |
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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. |
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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. |
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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. |
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Another unused red coin graphic, along with their animations, in the style of Super Mario World. |
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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. |
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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 |
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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. |
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N/A | Sprites for a death animation of the Hammer Bros. exist in the game's files. |
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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. |
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Another unused red coin graphic in the style of New Super Mario Bros. U. |
Nikki Picture[]

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.
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.