Super Mario Advance 4: Super Mario Bros. 3/Unused Objects
This is a sub-page of Super Mario Advance 4: Super Mario Bros. 3.
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
To do: There's more. Correct graphics and behavior have also been found for a variety of the objects. |
A large number of objects were created or planned for use in World-e levels, but ultimately went unused. Object IDs will be given where applicable.
Unless otherwise noted, replace bytes 157812-157813 in the ROM to see the object. This will replace the first Goomba in World 1-1 with the appropriate item.
Contents
Super Mario Bros. 3 Leftovers
Card Objects
Object IDs: 0021 (Mushroom), 0022 (Fire Flower), 0023 (Star)
They function the same as in the NES version, but without their proper graphic tiles.
Unique to Super Mario Advance 4
Test Enemies
Object ID: 0001 (generator), 0004 (stationary), 0005 (flying)
You can't see Object ID 0001 with the method mentioned earlier.
What appear to be test enemies, using a blue version of the Warp Whistle graphic.
One type is stationary (but can still hurt the player), while the other chases after Mario/Luigi. When it changes its angle, the sprite rotates as well.
To do: Image of the Bullet Bill graphic |
Setting the sprite graphic set to the graphic set with the Bullet Bill, will have the test enemy appear to be a chasing Bullet Bill.
Bomb
Object ID: 00B6
A simple bomb that will not explode until the player picks it up. Once picked up, the bomb will explode in about 5 seconds.
This will act like a Bob-Omb explosion, destroying nearby enemies and potentially harming the player.
Beach Ball
To do: Why don't the beach ball graphics appear in-game? |
Object ID: 00E3
A beach ball that bobs up and down in the air.
Acts like the Chomp Rocks in Super Mario World 2: Yoshi's Island: standing off-center will push it to the left or right and rotate the beach ball. Unlike the Chomp Rocks, this cannot hurt enemies. It makes a splashing sound when it moves, so it might have been meant for a water level.
Number Blocks
Object ID: 54
To see these blocks, change ROM address 140912 to 54, and ROM address 14090F to 5B. This will replace the second ledge in World 1-1.
An interesting concept for a block. When these blocks are picked up, the block below will be set to 0 and the block in hand will be decremented. Throwing these blocks will stick them to any solid surface, even walls! They can also be thrown at enemies to kill them.
P-Wing Block
Object ID: 55
To see this object, change ROM address 1408E2 to 55. This will replace the second shrub structure in World 1-1.
While the standalone P-Wing powerup is used in the Orange Mushroom House, this block type that contains it is not.
From Super Mario Bros. 2
Mushroom Blocks
Object ID: 51
To see these blocks, change ROM address 140912 to 51 and ROM address 14090F to 5B. This will replace the second ledge in World 1-1.
Work exactly as expected - they can be picked up, put down, and thrown at enemies to kill them. However, the tile the Mushroom Block is put in front of will be destroyed when picked up. Also, they will not stop pipes from spitting out enemies.
Stopwatch
Object ID: 00BF
Touching this will freeze the stage timer for 5 seconds. This would have been handy in areas with short timers.
From Super Mario World
Dolphins
Object IDs: 016B (Dolphin swarm), 00D4 (single vertical Dolphin), 00FC (single horizontal Dolphin)
These Dolphins are ridable and won't harm you. That's pretty much it.
Fireballs
Object ID: 00B4
Yoshi's fireballs, with angry eyes. They function similar to the Phanto in Super Mario Advance. Will explode after being hit by 8 fireballs.
Fishbone
Object ID: 00D1
Identical to the Fishbone from Super Mario World, but with a redrawn sprite! Too bad there's no good place to put it.
Giant Gate
Object ID: 00C5
The correct graphics don't seem to be in the ROM, but the Bonus Star graphics remain intact. Hitting the Goal Tape will act like hitting the card at the end of a level, minus actually getting a card. Going above the Goal Tape will not count as clearing the level.
Lakitu's Cloud
Object ID: 0122
This seems to be Lakitu's Cloud, but the graphics are nowhere to be found in the ROM. It does function, though, and can be moved with the D-Pad, but will never disintegrate.
Land Cheep-Cheep
Object ID: 012C
A Cheep-Cheep that flops around on the ground. Unlike the harmless Super Mario World variant, this Cheep-Cheep will hurt you if you run into it, though it's still hittable by stomping.
Para-Bomb
Object ID: 016D (X-position must be odd)
Note: This object will not work with the aforementioned method.
While the object with this ID is used, the only place it appears spawns Para-Goombas instead, as the object location's X position is even. The Para-Bomb graphics have been updated to match the Super Mario Bros. 3 Bob-Omb design. When they land, they turn into wind-up Bob-Ombs, and will only explode when you stomp on them.
Porcu-Puffer
Object ID: 00D5
Homes in on the player and stays near the water's surface.
Silver P-Switch
Object ID: 00C1
This switch can be carried around like the Super Mario World switches, and acts as it did in that game: hitting the switch will turn all nearby enemies into silver coins, which can be picked up for points and eventually extra lives. Unlike SMW, this will not play any music.
Swooper
Object ID: 00D7
Stays in place until the player is in close proximity. Then it will move left, do a loop, and then continue moving left indefinitely.
Fuzzy
No object ID found
This would presumably act like the Fuzzies in SMW. No associated object ID has been found, so it's possible that it was never programmed.
Yoshi Egg
No object ID found
Graphics for a Yoshi egg. As there are no other traces of Yoshi in the game, this object's purpose remains a complete mystery.
From Super Mario World 2: Yoshi's Island
Arrow Lift
Object ID: 00E8
Identical to the Arrow Lift in Yoshi's Island, this ball will rotate constantly until the player jumps on it. Once on board, the ball will move in the direction the arrow points.
Flutter
Object ID: 0117
Presumably Wigglers after metamorphosis, these enemies appeared in only one room of Yoshi's Island! When the player stomps on a Flutter, they will become enraged and charge in the direction of Mario/Luigi.
Boo
No object ID found
Presumably would have functioned like a larger Boo Buddy. Strangely enough, this Big Boo graphic resembles its unused graphic from the original Yoshi's Island! The only apparent difference is the palette used.
From Super Mario Advance
Veggie Shell
Object ID: 7E
To see this object, change ROM address 1408E6 to 7E. This will replace the first set of bushes in World 1-1. Note that you must have Veggies activated, which you can do with CodeBreaker code 83002D52 0001.
While the shell is technically from Super Mario Bros. 2, this is the scaled-up version seen in Super Mario Advance. Pulling up the vegetable sprout will give Mario/Luigi this giant shell which will do everything a normal shell does (kill enemies, break bricks, hit blocks), but it's much faster and you can ride on top of it. You can also pick it up after you've thrown it.
Unused Object Variables
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Specific variables. |
Bubble
The bubble object can be set to contain the ball used in the Red Toad House in World-e.
Snake Block
The speed and number of blocks can be adjusted.