Super Mario Bros. 3/Unused graphics

General
A sliding graphic for Hammer Mario. Hammer Mario can't slide, but...



...it's still possible to see this! The bonus room of World 6-10 has a Hammer Suit and a slope. If you slide into the suit power-up, Hammer Mario will continue sliding.

This weird "P-Ball" could have belonged to one of the cut bonus games.

A "background" version of Toad. This may have been used in Mushroom Houses before the sprite version was implemented.

An open version of the small chest. When you open a small chest in-game, it disappears, so this isn't used. There's some code in the game for the Toad Houses to have up to four small chests, so that's probably where it would have been used.

Map


Unused map animations for Mario walking left and up. It seems that the original map Mario would have looked like the one in Super Mario World. This is supported by the lack of corresponding animations for the powered-up Mario graphics.

While two of these frames are displayed when you choose "Continue" after a Game Over, the other two are definitely not.

This is stored with the rest of the map item graphics.

This odd-looking castle or fortress is included in the map tiles, but is never used.

This skull is mixed in with the map sprites (Hammer Bros., vehicles, etc.) and was probably intended for a similar purpose.

Plains


Some odd diagonal lines and more bush tiles appear in the Plains tileset.

These tiles would have (and should have) been utilized in levels to connect groups of bushes, but they're never used. It's not like there weren't any opportunities to use them, either.

Grasslands


Unused border tiles for the darker sections of the grassland levels.

More tiles that should have been used but aren't. In-game these darker sections have no borders, they just end. Strangely, these tiles weren't even revamped for the All-Stars version, which added in proper dark border tiles, as the grass tileset was almost completely redrawn.

Higher Plains
Just a little cloud platform. This is an earlier version of the cloud platforms seen in World 5, with a slightly different shape and shading.

Desert
The desert tileset has a wealth of unused tiles, more than any other level type.



The first set of tiles are actually defined in the game's tile banks.



Bank ID: 

Type ID: 

A purple pipe connector. This is breakable and will generate the broken pipe tile when broken! It isn't completely finished, as it has no associated bouncing block sprite.

All of these blocks were replaced with the standard brick blocks in the final game.



Bank ID: 

Type ID: 

A bright blue floating platform of variable length.



Bank ID: 

Type ID: 

A background object that looks like a pillar or pole. Height increases with Type ID.



Bank ID: 

Type ID: 

A sandstone block. Number of blocks varies with Type ID.



Bank ID: 

Type ID: (left),  (right)

Background chains of differing length by ID. Whether the chain is on the left or right of the 8x8 block depends on Type ID.



These tiles, unlike the ones shown above, are not defined anywhere in the game. They show what appear to be a ladder and two different wall types.

Ice


What appears to be plant life(!) is found in the Ice level tileset, and is actually used at the end of Unused Level 7.

Sky
Unused cloud corner tiles.

These tiles are used for the stacked cloud platforms seen in Unused Level 15.

Underwater
This propeller doesn't appear in the game either!

Castle
Possibly the top of the door in Bowser's room, which normally has a platform there. It's unused, in any case.

World 8
These spikes and the wheel were meant to be used as background graphics, but are never used in-game.

2P Level
A block for the 2P levels that only appears in an unused 2P Level.