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Super Mario Advance 4: Super Mario Bros. 3
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: A debug menu exists.
The biggest addition to this game is World-e, a hub where you can access new levels...provided you have an e-Reader and the appropriate level cards. There were 38 level cards released in Japan, North America only got 12 before the e-Reader was discontinued, and Europe didn't get anything. You're welcome, Europe!
At least all of the World-e levels were included in the 2016 Virtual Console re-release. (Yes, including Europe and the three promotional levels!)
- 1 Main Game
- 2 Regional Differences
- 3 World-e
- 3.1 Sub-Pages
- 3.2 Unused Backgrounds
- 3.3 Unused Level Icons
- 3.4 Unused Level Sets
- 3.5 Unused Switch Details
- 3.6 Miscellaneous
- 3.7 Build Dates
- 4 Wii U Virtual Console Changes
Stuff from the main game. Natch.
The unused animations of map Mario walking left/right and up have been updated again for Super Mario Advance 4, adding gloves to Mario's sprite.
Gloves were also added to the Hammer Suit sliding graphic.
These bonus tiles still aren't used. While there were three bonus games added to Super Mario Advance 4, none of them are the ones removed from the original game.
|Super Mario Bros. 3||Super Mario All-Stars/Super Mario Advance 4|
The original Spiny Cheep-Cheep graphics are still in the ROM. Seriously.
The same four end-of-level outlines that went unused in Super Mario All-Stars are present here.
The bonus game intros were redone for this version, so these old Toad/Mario/Luigi graphics are no longer needed.
The updated eye clouds and double bushes are still present.
Updated big and small clouds. Mmmhmm.
The corner pieces that aren't used in the NES version are still present, and still in their 4-color format.
Spiral clouds and the original hill designs.
Text reading "3 transfer" (３テンソウ -> ３転送), loaded with the Higher Plains tileset.
Updated small cloud, but it isn't used. Ever.
The unused cloud corner tiles are present as well, unconverted.
A piece of foreground scenery? Let's update it, but not use it.
The multitude of unused desert tiles in the NES version still linger, unchanged in the tileset. Again.
The new, slimmer propeller is present. Guess what? It's unused.
The unused cloud corner tiles remain in the tileset.
There was a big cloud here. It's gone now.
This weird door frame or whatever it is was never deleted when the tileset was ported over. Twice.
The updated tires and spikes from the SNES version.
Super Mario Advance 2 Leftovers
These graphics from Super Mario World: Super Mario Advance 2 are stored in one block of the ROM. Unlike most of these graphics, these tiles are uncompressed, so they were not likely intended for World-e.
This font is found in the same block, with what appears to be a string for the game version.
A gold version of the Cheep-Cheep enemy. They swim faster than normal Cheep-Cheeps, in a wave-like motion.
A faster green version of the Para-Beetle enemy, which can only be generated by the also-unused Para-Beetle spawner.
Super Mario Advance 4 continues the habit of giving the international title screens a massive downgrade in quality. Also, the Japanese version has the "Single Player" and "Multiplayer" options in the top-left corner like the previous three games, while international versions move them down to the bottom.
Make a better description and get some screenshots.
- Due to the limited support for the e-Reader outside of Japan, international players can only obtain a maximum of 49 Advance Coins in World-e, enough to enter the Blue House, which hosts a digging minigame. The Red House (which hosts a ball-throwing minigame) and Yellow House (which hosts a Balloon Fight-like minigame) cannot be opened without hacking the game or scanning modified Japanese cards. The Red House needs 50 Advance Coins to access, while the Yellow House needs 80. Since Nintendo originally planned to release the entire card set in the US, the unused games are fully translated. The missing levels were added to the game when it was released on the Wii U Virtual Console in January 2016.
- Certain levels in World-e have an e-Coin hidden inside them. Again, due to the premature cancellation of the e-Reader outside of Japan, only the Mushroom, Super Leaf, and Starman e-Coins can be obtained. The Fire Flower, Mario, Luigi, Toad, and Peach e-Coins cannot be obtained normally. US players finally got to get the missing e-Coins when the game was released on Virtual Console.
- Due to its e-Card not being released outside of Japan, the Blue Boomerang item cannot be added to the player's inventory in the international versions without hacking. While the Blue Boomerang can be obtained in the international versions from the World-e level "Slidin' the Slopes" (as well as "Bowser's Last Stand" and "Bowser's Airship 2" in the Virtual Console release), it disappears upon completing the level much like Kuribo/Goomba's Shoe.
- World-e is present but unavailable in the European version (see below).
- Also due to the limited support for the e-Reader outside of Japan, international players can only obtain two of the seven e-Switch cards (which added special features to the main game and/or World-e) that were released: the Orange Switch (added the ability to get coins from enemies by hitting them with fireballs) and the Blue-Green Switch (added the vegetables from Super Mario Bros. 2). However, since e-Reader functions work in all versions, the Japan-only Switches' functions are also coded in the game and can be used with CodeBreaker codes:
- Blue-Green Switch (code: 83002D52 0001) - Vegetables appear in Original levels!
- Orange Switch (code: 83002D52 0040) - Enemies turn into coins by defeating them by fireball!
- Cyan Switch (code: 83002D52 0002) - cuts the P-Meter in half, allowing you to fill it much faster.
- Green Switch (code: 83002D52 0010) - slows down the music and timer on each level for 50 seconds, after which the coin sound plays and the music and timer go back to normal.
- Yellow Switch (code: 83002D52 0100) - gives Luigi his flutter jump ability in the main game.
- Blue Switch (code: 83002D52 0400) - turns all 1-Up Mushrooms into 3-Up Moons.
- Red Switch (code: 83002D52 0A00) - replaces all the enemies with harder ones, and awards double the normal points for beating them. Note that this is actually two switch effects in one switch — 0200 has just the point multiplier, while 0800 gives you only the harder enemies.
World-e has more unused content than the entire main game!
| Unused Objects|
How many levels did they plan to make?
Most of the unused backgrounds are variations of existing backgrounds. To view these backgrounds, use CodeBreaker code 33003BBF 00??, where "??" is one of the below.
Background ID: 33
This background uses graphics found nowhere else in the game. Its ID is directly after the three new bonus game backgrounds, hinting that it might have been a possible candidate for a bonus game.
Background ID: 34
The standard cave background, with a second cave layer in place of a skyline.
Background ID: 36
The hills background (seen in grassland levels) at a higher elevation.
Background IDs: 3B, 3E, 3F
Three(!) unused waterfall background variants. The first two have much larger waterfalls than normal, the only difference being the height the clouds form. The third looks like the waterfall background used in-game, but at a much greater height.
Unused Level Icons
These World-e level icons are unused, mainly icons already used in the main game.
Unused Level Sets
Three level sets are unused: lowercase e (00), Fire Flower (03), and Heart (04). There are three sets used for the released levels: Mushroom, Star, and Promotional.
Unused Switch Details
A grey palette exists for the e-Switches, present in both the e-Reader room and the World-e map.
These are stored in the ROM and should be displayed on the e-Reader screen when an e-Switch card is scanned, but this never happens. It's too bad, as these are some nice graphics.
The e-Cards make the game easier, the ?-Cards change the normal game in some way, and the !-Cards make the game more difficult. Note that the above image shows the cards for the e-Switches that were released (the ×2 points multiplier and the harder enemy effects are separate cards, but controlled by a single Switch in the final game).
Similar graphics are found on the World-e map.
Unused Switch Content
A number of additional e-Switch cards were planned, but remained unreleased. Their in-game effects can still be activated using the CodeBreaker code 83002D52 ????, where "????" is one of the IDs below.
4000 Points Switch
No card image found
Switch ID: 0020
With this effect, the continuous enemy point bonus will start at 4000 instead of 100. This means that the player will start earning extra lives with the third enemy in a row.
1-Up Mushroom Switch
Switch ID: 0004
With this switch active, all blocks that contain 1-Up Mushrooms will give three of them instead of one.
Double Health Switch
Switch ID: 2000
This will double the health of bosses.
Floating Platform Switch
Switch ID: 1000
This switch will enable a cool feature when you fall down a pit: the first two times the player falls down in a stage, they will be raised out of the pit by a floating platform. The first time it will be two blocks wide (much like the similar winged platforms of Super Mario World), and the second time it will be only one block. Jumping down a pit a third time will result in death.
Hold Box Switch
No card image found
Switch ID: 0008
This switch effect will add a hold item box to the center of the screen, again like Super Mario World. Once you get hit, the item will drop down and a new one will be added. The item box will always be a Mushroom at the start of the stage.
The item can be any one of the following: Mushroom, Fire Flower, Raccoon Leaf, Frog Suit, Tanooki Suit, Hammer Suit.
Luigi Demo Switch
No card image found
Switch ID: 4000
Any demo recorded with this switch active will have Mario replaced with Luigi when played back. If used during the main game in conjunction with the Luigi gameplay switch (4100), or during World-e, this will usually lead to Luigi dying.
Switch ID: 0080
When the player is hit with this effect active, they will always revert to small Mario/Luigi regardless of the current powerup, as was the case in the original Famicom version.
Interestingly, this card is labeled !-1, whereas the only released !-Card is numbered !-2.
World-e is disabled by default in the European version, but not actually removed, and was even translated into other languages. It can be unlocked by exploiting a corrupted save.
Europe eventually got World-e when Super Mario Advance 4 was released on Virtual Console on March 10, 2016, and the language translations are thus used in that version.
Alternate Bonus Icons
Older graphics for the e-Coin and Advance Coin counters are loaded before the new ones take their place.
Advance Coin Graphics
Two unused frames of the Advance Coin flipping. The text here translates as "rare". The coin only has three frames of animation in-game, making it look rather awkward.
The castle that houses the e-Coins actually has three floors, but the latter two are never accessible.
The upper floors are unlocked when an e-Reader level is marked to have a 9th and 17th e-Coin, respectively, and allows you to move up or down a floor by pressing L and R respectively. Since even in the Japanese version only eight e-Coins got released, these floors are never accessible.
A little block of katakana text that's stored in memory for a couple of frames before the level loads. マント translates as "cloak", and marks where the Cape graphics are stored.
Other Unused Text
"Trap replacement". This chunk of text is loaded for the bonus game intros.
Japanese text translating to "Will you save this course?"
Japanese text "R" menu: "tsuushin" = Communication; "touroku" = Register; "sakujo" = Remove.
Unsurprisingly, this game has a build date.
| US, Australia
(Rev 1) &
|Japan (Rev 1)||0026327C|| |
|Japan (Rev 2)||00263908|| |
Wii U Virtual Console Changes
The Wii U Virtual Console release has all of the World-e levels loaded by default, due to the Wii U lacking support for the e-Reader. In addition, if the player attempts to use the in-game sleep function, it will not work. If the ROM data of the game is extracted and run on original hardware, the sleep function still fails on certain flash carts.