The Cutting Room Floor now has a Patreon page. Thanks for all your support!

If you've blocked our ad, please consider unblocking it.
We promise it isn't annoying. No flash, no sound, ever.

Ads by Project Wonderful! Your ad here, right now: $0

Super Mario Bros. 3

From The Cutting Room Floor
Jump to: navigation, search
This page is a translated version of the page Super Mario Bros. 3 and the translation is 53% complete.

Featured article
Other languages:
English • ‎español • ‎français • ‎日本語 • ‎한국어 • ‎português do Brasil • ‎中文(中国大陆)‎

Title Screen

Super Mario Bros. 3

Developer: Nintendo
Publisher: Nintendo
Platform: NES
Released in JP: October 23, 1988
Released in US: February 12, 1990
Released in EU: August 29, 1991


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Super Mario Bros. 3 es uno de los juegos más vendidos de todos los tiempos, y con buena razón. También tiene un montón de material no utilizado escondido dentro.

Sub-Pages

SMB3Hammer7.png
Niveles no usados
16 niveles que sólo son accesibles a través de hacking.
SMB3ToadStatue.png
Gráficos no usados
Hay muchas cosas metidas aquí.
Smb3 suit.png
Diferencias entre versiones
"Miss twice and your out."
SMB3Bonus1.png
Juegos de bonificación sin terminar
Datos de juegos de bonificación que quedaron en la ROM.

Restos de funciones de depuración

Hay algunas rutinas de depuración que quedaron en el juego, pero no se puede acceder a ellas sin trucos o hacking.

Selección de nivel y modo o menú de depuración

¡Las murallas tienen oídos!

El código Game Genie KKKZSPIU activa una pantalla de selección de nivel y de modo de depuración.

En la pantalla de título:

  • Presiona Arriba o Abajo para seleccionar un mundo y empezar en él.
  • Presiona A para ganar cinco vidas (un mosaico cambiará cada vez que presionas el botón).
  • A + B + Abajo en el segundo control cambia la cámara de la princesa al final del juego.
  • A + B + Derecha te lleva directamente a la cortina final.

Cuando inicias una partida, tu caja de objetos tendrá todos los objetos más un Warp Whistle adicional. Las demás ranuras tendrán P-Wings. Durante el juego:

  • Presiona Select en el primer control para cambiar entre todas las formas de Mario.
  • A / B + Select le da a Mario un zapato de Kuribo (en algunos niveles se ve con errores, pero funciona bien).

Además, tendrás tiempo infinito. El contador seguirá funcionando, pero Mario no morirá cuando llegue a cero.

The menu shown in the picture was found elsewhere in the ROM and hacked into the title screen; it doesn't appear if you use the Game Genie code by itself. Apply this IPS patch to a Super Mario Bros. 3 ROM to see it for yourself.

Originally, it appears that this menu would have been accessible from the "1 PLAYER" / "2 PLAYER" selection menu if player 2 was holding A + B. It is also possible that this served some other purpose, but the above menu would be the most likely candidate. See Disassembly source for PRG bank #24, search for "Title_Do1P2PMenu:" Interestingly, the button check is still there but the action it was supposed to perform was overwritten with a series of NOP (no operation) instructions, likely done just before release.

(Source: menu found by BMF54123; code created by David Wonn; disassembly by Southbird)

Restos de depuración huérfanos

Aunque actives el modo de depuración, todavía quedan algunas rutinas sobrantes a las que no se puede acceder. Esas rutinas no toman en cuenta el valor de bandera de depuración antes mencionado, por lo que o la comprobación simplemente se perdió por tiempo, o esas rutinas estaban programadas para funcionar siempre. Esto último explicaría por qué están separadas del código fuente.

  • Free Movement Mode - Unclear how this would be accessed, but would allow you to use the D-Pad to move around the level (see disassembly source for PRG bank #0, search for "$C3EA").
  • Toggled Invincibility - Pressing Select would toggle whether you were completely invulnerable (see disassembly source for PRG bank #0, search for "$C91B"; this behavior could be easily restored by retargeting the JMP instruction or moving the Objects_HandleScrollAndUpdate label since this method would fall through into normal game code).
(Source: Southbird)

2P Nivel no Usado

SMB3Unused2PLevel.png

Un 2P nivel 4, con un no usado foto. Un reloj a perder el juego existe.

(Source: Southbird)

Objetos no usados

(Información adicional: Southbird)

Object 00

Bank ID: ??
Object ID: 00
Tiene un código que hace que se mueva (hasta una cierta velocidad) basada en la entrada del jugador cuando el jugador está "tocándolo". El propósito de esto no se sabe. Pudo ser usado para testear.

Object 02

Bank ID: ??
Object ID: 02
This one is destroyed by its initialization routine if the player is not standing on two of the same tile , otherwise it starts at a vertical height matching the player +32 (roughly at the player's feet) and moves upward at some changing speed by peculiar logic.

Object 04

Bank ID: 00
Object ID: 04

Nice numbers
and letters.

Nota: Así no es como el objeto aparece en el juego. Solo es una referencia.

A very odd object. The tiles that actually make up this object are no longer in the ROM, but it was supposed to use tiles B0-BF. It faces the player upon initialization. If Mario/Luigi collides with this object, it will stick to him like a Micro-Goomba and will never come off, but it doesn't hinder his movement. It can be killed with a Koopa shell or Hammer.

Object 05

Bank ID: 00
Object ID: 05

More numbers
Not as many letters though

Note: This is not how the object actually appears in-game. Image is for reference only.

Another weird sprite. The tiles that actually make up this object are no longer in the ROM, but it was supposed to use tiles A0-A7. This object walks around like a normal enemy. At a certain point in its walk cycle, it will jump up to Mario/Luigi's Y position and then fall back down.

Interestingly, walking into it will bounce Mario/Luigi in the opposite direction. The only way to get damaged by this object is to let it fall on you. It can be destroyed with a Koopa shell or Hammer.

Object 0A

Bank ID: 00
Object ID: 0A

Who was the unfortunate Toad that got turned into this thing?

Note: This is the best fit for this object's graphics, but it may not be correct.

A simple stationary object that can be "pushed" by Mario/Luigi. Its collision detection doesn't seem to be complete, though, since it can be pushed into walls.

Object 1C

Bank ID: ??
Object ID: 1C
Probably the maybe most perplexing object, this causes something to fly off towards the player, out into the sky. And where it started, a mushroom is glides along. This might have been like one of those bushes in SMW where you run by them and a mushroom pops out, though the functionality is not nearly complete enough to be used that way.

Card Objects

Bank ID: 00
Object ID: 21 (Mushroom), 22 (Fire Flower), 23 (Star)

Electric Solitaire Porycard

Stationary object versions of the cards found at the end of each level! Collecting them will add the appropriate card to your inventory, but there's nothing in this object's code to handle when the card collected is the third card.

Getting to the goal with three of the same card won't trigger the 1-Up bonus. You still have to get the appropriate third card from the goal.

Peculiarly, this object calls a subroutine coined "Object_MoveAndReboundOffWall", (which would be a great function for just about every ground troop in the game!), but only this object actually calls it. But the object never moves.

Gold Cheep-Cheep

Bank ID: 00
Object ID: 88 (Single), D2 (Trio)

If it were in Mario Party, you would get 3 points for defeating it.

This Cheep-Cheep variant only appears in the seventh unused level. In that level, they always show up in groups of three (though sprite overload often keeps at least one from appearing), but a single enemy version is in the code.

It swims across the screen in a strange wavy pattern and is considerably faster than the standard red or green varieties.

Green Para-Beetle

Object ID: N/A

The speedy green!

This can only be spawned with the Para-Beetle Swarm object (see below). It flies faster than the Red Para-Beetle, but otherwise there's no difference between the two.

Bouncing Object

Bank ID: ??
Object ID: B3
A peculiar object that basically behaves similar to a Spiny Egg, but has glitched graphics. It can also curiously be "bounced" by a bounce block to turn around. Purpose unknown, maybe it was a rolling spike ball or something of that sort?

Para-Beetle Swarm

Bank ID: 00
Object ID: B7
A control object that will spawn Green and Red Para-Beetles on the left and right sides of the screen. It's used in the ninth and tenth unused levels.

Paletas de niveles no usados

Algunos niveles tienen paletas no utilizados. No muchos, sin embargo.

No es fácil ser cortado

La paleta #2 de la Fortaleza tiene una versión verde con respecto al color principal de la fortaleza.

Gigante

In a big-ass Game Boy

La paleta #2 del nivel de gigantes usa sombras grises con un agua azul

Plains

What an odd sky

Paleta #1, caracterizado por un cielo con un fondo rosa.

Paleta 2 (Usado) Paleta 6 (No usado)
¿Azul? ¿O verde azulado?

La paleta #6 es idéntica a la Paleta #2, solo que la única diferencia se encuentra en el rectángulo verde azulado.

Anomalías en los niveles

Hay algunos niveles con piezas de primer plano ocultos.

oculto Tile En el juego
¡¡Un bloque!! Bloqueado

Un bloque está oculto detrás de la cascada en el Mundo 4-1.

Tile oculto En el juego
¡¡Una nube!! Nube oculta

Una nube aparece detrás de la primera pendiente en el Mundo 5-2.