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Talk:Super Mario Bros. 3

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CHR Bank #50

So I happened to notice the following in CHR bank #50 (rearranged "8x16 sprite-like" with patterns vertically stacked); can anyone tell what the first 3 things (as in, first three 16x16 bits of the image) are? It looks like it may have been partially overwritten by the sun graphics. --Southbird (talk) 21:13, 25 March 2014 (EDT)

CHR bank #50
I remember seeing those a while ago. They're most definitely unused, whatever they are. (Also worth noting that the PAUSE letters may have been bigger at one point...) --BMF54123 (talk) 13:38, 26 March 2014 (EDT)

Famigaga Sept. 1988 Early Footage

Whoops, didn't realize this would cause controversy... the de-romanticizing was fair :) But I'd be interested in a weigh-in on some of the other criticality... from Peardian's comment on 10 June 2012:


  • "Is this allowed? It's not like any of this is left in the game ..."

I'd argue that TCRF has articles on prototype versions of games (where available) that contain plenty of things that are no longer in the final game. Beta screenshots should be allowed. It is "the cutting room floor", which alludes to parts of films being cut out from the reel, not "the junk I still own it's just buried in the back of the closet ... floor"


  • "... and the screenshots are just mockups."

I'll give you the parabeetle ones, I didn't notice the coins/alignment like you did! But the other ones do feature various stats on the status bar and scrolling artifacts, which to me seem "real enough."


And from the modified article:

  • "Howevr, the fact that both Rocky Wrenches are synchronized, which can't happen normally due to auto-scroll."

True, BUT if this is a legitimate beta shot, it's perfectly plausible that the Airship didn't have auto-scroll yet or maybe it even wasn't a design idea at the time. Or Rocky Wrenches had a different timing behavior, e.g. both run by the common cyclic timer in RAM @ $0015 ... so really this point needn't be so damning, could be relaxed a little, e.g. "notice the Rocky Wrenches are synchronized, which suggests that..."


  • "If this is an actual screenshot, then either the Venus Fire Trap popped up again instantly, or the fireballs move quite slow, or both."

Again, caution should be exercised here -- it IS possible that the VFT underwent some amount of gameplay tweaking on fireball speed and spit rate.


As usual, an actual prototype cart would be really nice to have :)


--Southbird 01:54, 10 June 2012 (EDT)

It's not in-the-game unused content, and prototypes are a different matter entirely; we only document those if a ROM is available. That said, it's all quite interesting, but it's not quite main article-worthy, so I've moved it to a Notes page. We've done this before (i.e. the Norimaro stuff). Anyhow, no harm done. -YK YK-sig.png 02:22, 10 June 2012 (EDT)


Unused games

If somebody would uncover the games and post a youtube video, it would help immensely with knowing what 「2 もどれ」 actually means. I personally think it appears during a game and you have lost and need to go back one screen to bet anew. The other string, 「 ものを やろう」, is probably an entry to bet something for playing. --Tauwasser 13:47, 24 April 2010 (EDT)

Does this video help? (skip to 0:40) -- Prince Kassad 14:15, 24 April 2010 (EDT)
Hmm, it seems broken though. Notice how the first two adhere to the rules. You get the number of coins that the eyes are showing, yet, the last one starts with the 2 もどれ text, you only get 4 coins (except for some super-random chance that two coins took the same path for falling down) while the eyes are actually 5. Also, when the card goes up, it will continue counting. (You can see it going to 6, then 3 for instance). Also, is the movement of Mario after he exits the last house controlled by the user or is it controlled by the game? If it's the game, it might simply mean "Go back two fields" on some game board that wasn't recreated by the patch. Also, was the host somehow determined by the game or by the guy who drew the map? --Tauwasser 20:55, 24 April 2010 (EDT)
The host of a bonus game is one of the settings you can change on a bonus tile. --Xkeeper 21:40, 24 April 2010 (EDT)
I actually got five coins there. Watch the score closely, it gives me 10 points for every coin I collect, and after that game, it jumps from 100 to 150.
It's the game that threw me back there after I completed the game. I have no idea why it does that. -- Prince Kassad 04:51, 25 April 2010 (EDT)
So pretty much, all of these spade tiles will lead to the game with different settings. One setting for host, another for "game stage" or something? If so, you should try to find the routine that sets you back. It will most likely have a look-up table that determines where to set you back to. If this look-up table is semi-complete, you can guess the original map layout from there and actually have something playable. Also, a patch would probably help others who want to contribute but not sift through the game hours on end just to enable those tiles. --Tauwasser 07:29, 25 April 2010 (EDT)
I don't know much Japanese, but I know that "やろう" is a somewhat vulgar way of referring to a person. Not the worst thing in the world to call someone, but not exactly flattering, either. --Kahran042 20:12, 16 December 2010 (EST)
I should post a video since I bothered to pretty much reverse engineer the whole process -- Southbird 15:46, 7 June 2012 (EDT)


Sub-page?

Does anyone else think that the entire bonus game section ought to be a sub-page now? It's grown pretty large and is probably at least half of the page! -- Southbird 15:46, 7 June 2012 (EDT)

Bowser's Time Trap and the extended 1-UP jingle glitch

It would probably be worth explaining how (or rather, why) these exist. They're not technically unused content, but I don't think there's an issue with misc trivia that we can finally debunk after only, what, 20 years? --Xk-sig.png Xkeeper (talk) 11:34, 25 September 2010 (EDT)

I approve of this idea very much. I know the issue with the 1-Up jingle, but I have no idea about what's up with "Bowser's Time Trap" and would like to hear more of it. -- Rick 12:53, 25 September 2010 (EDT)
Long story short, the Game Genie code for "start and stay as ______-Mario" ends up modifying 3 bytes instead of just the one needed for the code. One of those bytes is part of the palette-cycling routine for Bowser's door in the ending; the byte modified makes it fail and start writing data where it shouldn't, and it crosses into the Pause flag... BMF knows more about it. --Xk-sig.png Xkeeper (talk) 12:57, 25 September 2010 (EDT)
More info on the "extended 1-UP jingle glitch" please. IIRC, the "puzzle solved" jingle from The Legend of Zelda would sometimes play instead of the usual 1-UP jingle if you happened to grab a 1-UP mushroom and a coin at about the same (I think I was only able to achieve this on world 1-2), is this what you are referring to? If so, I think this would qualify as "unused content" if there is no legitimate way to access it other than by a glitch.--MightyJAK 15:33, 11 January 2011 (EST)
It's not the Legend of Zelda secret jingle. It's the game basically reading incorrect sound data. I'm sure someone here can explain it in full, but it's a glitch, not a secret. -YK YK-sig.png 18:47, 11 January 2011 (EST)
It happens if you wag your tail on a certain frame after catching a 1up... I think BMF made a video? Anyway it just causes the game to miscalculate the pointer to the 1up sound and end up playing a few extra notes derived from whatever bytes lay before it. 23:56, 21 April 2013 (EDT)
It wasn't BMF after all, but: https://www.youtube.com/watch?v=BOhJk0PAp1A 04:12, 25 April 2013 (EDT)

Objectivity

"Quite a good game as well."

I wholeheartedly agree, but I'm pretty sure a matter of opinion shouldn't be included in a wiki. Didn't want to cause bad blood by just deleting it, though. Aryst0krat 12:19, 16 December 2010 (EST)

Changed it to something better. My other idea was "It's cool like sunglasses." :P --Peardian 16:40, 16 December 2010 (EST)
We're not Wikipedia. Though the way that sentence was written sucked, no doubt about it. --Xk-sig.png Xkeeper (talk) 16:45, 16 December 2010 (EST)
"We're not Wikipedia."
This, this, a thousand times this. The day TCRF loses its personality is the day I quit forever. --BMF54123 19:29, 16 December 2010 (EST)
Just a thousand? :-) --Kahran042 20:12, 16 December 2010 (EST)

"A player must apply this IPS patch to a Super Mario Bros. 3 ROM to see it. "

I don't like this wording at all. It sounds really unnatural and Wikipedia-ish. I don't see any problem with using the word "you" if it keeps our articles from sounding like legal documents. --BMF54123 22:18, 16 December 2010 (EST)

Not Real?

I just played Super Mario world and by using the item box to spawn an enemy in a level it doesnt belong to i got a pallete swap of a Cheep-Cheep a.k.a The Gold Cheep-cheep. Are you sure that isnt the case here as well. SamuelEarl666 11:00 18 February 2012

It's not a glitch. The gold Cheep Cheeps have a completely different behavior than normal ones, and a different sprite ID, as well. -YK YK-sig.png 18:22, 18 February 2012 (EST)

New Content

User:Hiccup/Super_Mario_Bros._3_New_Content Is this acceptable? Can it be put in the article as-is? (the page got messed up after I posted this)--Hiccup (talk) 13:51, 23 October 2013 (EDT)

No, it's a mess. Let someone more technically inclined sort through and add that stuff. --BMF54123 (talk) 13:55, 23 October 2013 (EDT)
True, I don't know enough about the game. --Hiccup (talk) 14:42, 23 October 2013 (EDT)
Hey, it's more or less my disassembly document notes without context :P --Southbird (talk) 21:04, 25 March 2014 (EDT)

Unused Spiny Cheep-cheep

There's one more enemy that could be in my opinion listed as unused, a single Spiny Cheep-cheep (object ID 17). Spiny Cheep-cheeps do of course appear in level 7-4 but only in swarms (object ID B5). These two seem to be completely distinct enemies. First, their colouring differs, as the single Spiny Cheep-cheep has yellow features instead of green. Furthermore, their behaviour is totally different. The single enemy swims slowly back and forth, whereas the infinitely spawned fish swim across the screen, never making turns. The preceding unsigned comment was added by Aahi (talk • contribs)

Unused Isometric Gameplay

In a recent promotional interview for the release of the Famicom Mini, Takashi Tezuka says that SMB3 was originally meant to be played from an isometric perspective. He also goes on to say that the checkered floor in the final game is a leftover from that stage of development. Is this worth mentioning on this page, and can anyone confirm that there are no leftovers of this mode in the game's code? Thanks.

Edit: Ah, sorry. I forgot to link to the interview: http://nintendoeverything.com/miyamoto-tezuka-kondo-on-super-mario-bros-3-scrapped-overhead-perspective-power-ups-music-more/2/ NESter (talk) 20:05, 6 November 2016 (EST)

Unused(?) Mario Poses

So, I've recently seen some sprite sheets on MFGG that have 4 seemingly unused Mario poses from SMB3 in them. These include a pose for crouching while holding an object, looking up, and an early front facing sprite. However, I'm a bit skeptical about whenever they're unused or not, as someone in the comment section of the original sprite shreet said that he couldn't find the sprites in the PRG1 ROM, and the fact that some of the poses look kinda similar to poses used in Hummer Team's unlicensed SMW NES port. Could someone please confirm that these sprites are in fact in the ROM or not? --Anton Cool Guy (talk) 09:05, 29 November 2016 (EST)

Not sure about the others, but the looking up sprite was used in the title screen animation. NESter (talk) 13:01, 29 November 2016 (EST)
The unused looking up sprite looked more like the one from SMW, rather than the one used in the final! I should've probably provided the shreet from the beginning, so here it is: http://www.mfgg.net/index.php?act=resdb&param=02&c=1&id=2023 --Anton Cool Guy (talk) 03:02, 1 December 2016 (EST)
Ah, you're right, that does look like the looking up sprite from SMW! Very interesting. :) NESter (talk) 09:32, 30 November 2016 (EST)
Yeah, isn't it? But I still need proof that these are actually in the ROM and aren't just some guy making them to get attention! Could someone please try to find them in the ROM? --Anton Cool Guy (talk) 10:25, 30 November 2016 (EST)

Throne Room - Unusual Tile Pattern

Ppu ThroneRoom smb3nes.png

If the player were to break out of the throne room's boundaries, there's this odd pattern the player can find. Shesez brought this to my attention, but it's kind of odd how it's formed. It seems like the OOB section was supposed to use the tiles $30 - $33 from the left bank, but it instead uses $60 - $63. I think they are used for the end goal box, though I'm not sure if that it the case. --From: divingkataetheweirdo (talk) 03:08, 8 July 2017 (EDT)

Unused Sound?

On this video explaining the extended 1-up sound an unused sound is discovered. Probably it may be used for one of the koopalings using the teleport spell. Don't know why the video author didn't know that sound is heard in game even when it may be still used in game. PrinceFluffReborn (talk) 10:19, 9 April 2019 (EDT)

It's definitely not used. I did the SMB3 disassembly and scanned the code, but it's never cued. What the guy in the video calls the "poof" sound just before the unused sound is what is used for the Koopalings' magic wands. It's possible it was *intended* to be used for the wands, but it's not. --Southbird (talk) 00:52, 18 August 2020 (UTC)

DOS Port

Has anyone looked into the DOS port that iD made to see if anything neat is there? I don't think it has a standalone page yet. Fuck Argentina -Maggie 21:41, 18 July 2021 (UTC)