Talk:Super Mario Advance 4: Super Mario Bros. 3

Holy shit.

Also, there's a debug/level menu in this ROM somewhere. I don't know where, and it's supposedly disabled, but it's there. -- Xkeeper (talk) 21:53, 16 September 2010 (EDT)
 * Fun Interesting fact: The unused levels from All-Stars and the NES game are still there...sorta. The level object and enemy format was changed slightly, expanding from 3/4 bytes to 4/5 bytes. So, the enemy groups of those levels is completely intact, but the actual level layouts were never converted. So they're unplayable. Which kinda sucks, but you have two other ways to play those levels so hey. --GoldS 21:58, 16 September 2010 (EDT)

I've been looking forward to this page ever since you first started uploading pics for it. Damn good job! Teflon 02:34, 17 September 2010 (EDT)

Higher Plains


For this line of the text, apart from the first character that I'm not sure of (possibly the Arabic numeral '3'?), the rest is tensou, meaning 'transport' or 'teleport' (maybe it's 'transfer' here, considering that it's in the graphics). --Gilbert 01:51, 28 October 2010 (EDT)
 * I hope this isn't a stupid question, but why do so many SNES/GBA games have these placeholder graphics? It can't be to save space, since the placeholder graphics take up any space saved. Do some graphics take longer to load into VRAM? Is it just an artifact from development? --Fry's Dead Dog (I will wait for you) 22:44, 13 May 2011 (EDT)
 * Most games have a fixed graphics file size that most graphics are split into and loaded in different combinations as needed. As such, there's a constant number of tiles in a file. If you have too few tiles to fill a file, there will be padding, often placeholder tiles to distinguish from the tile(s) that are supposed to be blank. The amount of time and space wasted are normally insignificant, so there's no real motivation to do anything about this. The same goes for placeholder tiles that get overwritten during runtime with animations and similar. --Smallhacker 06:02, 14 May 2011 (EDT)

Unused Songs
There is an two unused song in Super Mario Advance 4 Which can be found at

http://downloads.khinsider.com/game-soundtracks/album/super-mario-advance-4-super-mario-brothers-3-/10-sma4-unused-demo.mp3

http://downloads.khinsider.com/game-soundtracks/album/super-mario-advance-4-super-mario-brothers-3-/11-sma4-unused.mp3 --SMA4Fan1


 * Both are used. 1st one can be heard when you're at the king's castle and see the animation of the Koopa Kid turning the king into something. It's quite rare to get, but I remember having it once. The 2nd one is easier to get, win at the roulette minigame, then redo it, and get the leaf. This fanfare will happen. --LuigiBlood

Couldn't get the first one to trigger on my completed file :( Also now I understand why I hadn't heard the roulette fanfare as I am crap at it --SMA4Fan1


 * Here's how to trigger the "Koopaling transforms King" cutscene: Simply don't enter the castle at the end of the world (they can be avoided by using Warp Whistles) until you beat Bowser. When you enter them afterwards, you'll see the Koopaling appear to steal the wand and transform the king. — NES Boy 11:31, 31 January 2013 (EST)

Tried it out and it works Its a bit odd that it can only be triggered by skipping the castles/airships --SMA4Fan1 3rd February 2013