Super Mario Bros. Deluxe
Super Mario Bros. Deluxe |
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Developer: Nintendo R&D2[1] This game has unused areas. This game has a prerelease article This game has a notes page This game has a Data Crystal page |
Super Mario Bros. Deluxe is, you guessed it, a remake of Super Mario Bros. and (most of) its Japanese sequel to the Game Boy Color. With the exceptions of an overworld map, a Challenge Mode, somewhat iffy physics, heavy screen crunch and some other tidbits, it remains very faithful to the original.
To do:
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Contents
Sub-Pages
Prerelease Info |
Notes |
Unused Debugging Features
Unused Level Select
An unused level select for the For Super Players mode, judging by the "MARIO 2" text, can be loaded by setting 0xFFB5 to 0x31 (or activate and deactivate GameShark code 0131B5FF).
It can load all the levels, including unused ones. You will start with 0 lives (though getting a game over will reset the lives counter to 5 while keeping Mario on the last played level) and can continue playing after the last level, with glitchy results. By default it will use the Super Mario Bros. level set.
To get it to use the For Super Players level set, activate it on the For Super Players world map or keep 0xC160 set to 0x01 (GameShark code 010160C1). To get it to use Super Mario Bros. level set with the Challenge Mode enabled, activate it on the Challenge Mode menu.
There also does not appear to be a way to switch between Mario and Luigi on this screen, so to play as Luigi, select a level, lose a life, then press Select on the overworld.
Unused Free Movement
An unused free movement mode can be enabled by setting 0xC1C1 to 0x02 (or activate GameShark code 0102C1C1)
You can move anywhere in the level, including through blocks, but you can still be hurt by enemies.
Unused Levels
Lost Lost Levels Levels
Admit it, you laughed.
Worlds 9, A, B, C, and D of Super Mario Bros. 2 The Lost Levels For Super Players are partially complete, but cannot be accessed by normal means. See the Notes page for a full list of differences and GameShark codes to access them.
Test Level
Level Number: 20. The timer is set to 0 in Challenge Mode, meaning the level lasts indefinitely unless it is exited via the pause menu.
This simple level comes after 8-4 and before the 1-2 bonus area. It can be accessed by using GameShark code 012063C1 and entering any level in Original or Challenge mode.
The singular Brick Blocks only appear in Challenge Mode. The first and third Brick Blocks contain multiple coins. The first one will release a Red Coin if hit enough times. The third also contains a Red Coin, but it's impossible to obtain by normal means because it's too high up to be hit enough times to spawn it. The second single Brick Block from the left contains a Red Coin. Collecting these Red Coins will not cause the "Red Coin collected" sound effect to play or add them to the Red Coin HUD, due to no Red Coin checkpoints being set in the level. The Red Coins do give the player 200 points, however. None of the other Brick Blocks contain anything.
The Japanese version adds an additional Piranha Plant in the first pipe.
Unused Music
The GBC-only message (the screen for when the game is played on a regular Game Boy) has code to play a song, however the noise channel is disabled. Game Genie code ??0-0DB-E6A will cause any sound effect to play. Game Genie code 500-0AB-E6A will restore the noise channel which was not pointing to the memory range of the noise channel. The codes must be active before the screen loads; activating them after the screen has loaded will not play the sound effect/tune unless the game is reset.
Unused Hurry Pipe Intro
ID 71, 72
A "low time" version of the intro played before underground and underwater levels. The timer doesn't count during this intro ergo this is unused. The song is split into two parts, as with all hurry variations and the latter ID is the actual song. Game Genie code ??C-C7B-19F will play the song at the main menu.
Unused Graphics
To do: Rip the rest of the unused graphics including a crayon icon, and an unused album movement animation set at the mode select menu. There is also text for a ranking clear setting. And two placeholder tiles. |
Early | Final |
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Early graphics for the "Extremely Lucky" card. In the final version of the graphic, Peach's face was touched up slightly, her earrings were repositioned, and the "EXTREMELY" text was redrawn and shifted up by one pixel. ("LUCKY" seems to have been overwritten with a partial copy of the 5UP starburst in the ROM data.)
The early "EXTREMELY" text can still be seen by printing out a fortune on the Game Boy Printer, which uses a separate set of graphics data that was not fully updated.
The first metatile in the tileset is the ground from the Japanese Super Mario Bros. 2. The tiles can be restored via Game Genie codes 002-71B-4C8 012-73B-4C0 022-75B-4CC 032-77B-4C4.
This font, ripped directly from the Japanese Super Mario Bros. 2, is included among the other title screen graphics. The final game uses the original Super Mario Bros. graphics in both the regular and "For Super Players" modes.
A pre-release screenshot shows that other tiles were planned to be included, but these are not present in the final game.
A block with a very devious expression. It appears in place of some Challenge Mode, VS Mode, and You VS Boo objects if they are hacked into normal levels. Graphics for another frame located nearby suggest this block could also flip, possibly as a "trap" for the player to fall through.
A flashing checkerboard tile. The metatile associated with this graphic is solid, with no special behavior. What purpose it would serve is unknown.
Unseen Level Features
In all of the non-castle You VS Boo Levels, the areas after the flagpoles can't be seen in normal gameplay, as the victory screen shows up after Mario slides down the flagpole. They can be seen in-game by using the free movement mode.
The unseen castle after the flagpole in World 1-1. Oddly enough, it's one block taller and lacks the windows on the top that all other castles at the end of levels in the main game have.
The unseen brick blocks and pipe after the flagpole in World 1-2. Since there isn't an inserted room pointer to the pipe's exit, hacking your way in order to enter the pipe will cause the game to crash.
The unseen castle after the flagpole in World 1-3.
The unseen castle after the flagpole in World 2-1.
The unseen pipe after the flagpole in World 2-2.
The unseen castle after the flagpole in World 2-3.
Regional Differences
To do: Other changes. The camera move sound effects were changed for instance. |
The Japanese version was released eight months after the European one, and received a fair amount of improvements.
Initially, the Japanese version was exclusively released via the Nintendo Power distribution service for GB Memory flash cartridges. The game would later be released for 3DS Virtual Console.
Photo Album
International | Japanese |
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The photo album icon on the main menu got a flashing NEW! whenever there are new photos to view.
The criteria for unlocking the 8 fragments of the final two pages no longer involves defeating Bowser or the seven Fake Bowsers with fireballs. Instead, the fragments are unlocked for every four red coins collected in challenge mode up to a total of 32 coins.
Original 1985
International | Japanese |
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The sound that plays when the screen is scrolled by pressing Select or Up was changed in the Japanese version.
While the English versions start you as Small Mario whenever you restore a game, the Japanese version saves your current powerup. This opens up a bug where if you save at the right time while being hit and reload, you can end up as a small Fire Mario. Your current score is also saved on the Japanese version (it was reset on the English versions), making it easier to get a high score.
In the English versions, the Game Over screen asks you if you want to continue, and if not, if you want to save. The Japanese version has a single menu with Continue, Save, and End; if you opt to save, a large "RANK IN!" starburst will appear if your score is high enough to get on the records table.
Speaking of which, pressing Start in the Japanese version lets you reset the high score table. The extra modes are also unlocked as soon as you hit 100,000 or 300,000, rather than the English versions' method of having to get a Game Over in order for your score to register.
International | Japanese |
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The message presented after choosing to save on the pause menu differs between versions.
Challenge Mode
International | Japanese |
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The point totals for getting the Score Medal were reduced in 14 of the first 16 levels (the exceptions being 2-3 and 3-4), and the score bar at the bottom of the screen fills to the new total.
You vs. Boo
In the English versions, pressing Select to switch between forms only lets you play as Mario or Luigi based on who you used last in other modes. In the Japanese version, the mode is called You vs. Ghost (as Boos are called Teresa in Japan), the brothers are cycled through along with their forms, and even keeps track of your record time for each stage.
International | Japanese |
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The Boo sprite was also slightly changed. The original International sprite reused a graphic from Super Mario World with a slightly smaller sprite for once Boo loses. The Japanese version redraws the graphics and makes the lose sprite more consistent in size.
International | Japanese |
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Continue
International | Japanese |
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While the international release boots you straight to the name entry screen after losing with a new high-score, the Japanese release sends you to the continue screen. The continue screen was also given an update, no longer giving you a yes or no option, combining the continue and save screens into one and adding a bubble that reads "RANK IN!" if you've gotten a new high-score, giving you the option to add your score to the rankings.
Default Ranks
International | Japanese |
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The names for the default rankings were appropriately translated. Note that "NOKO2" is short for nokonoko, the Japanese name for Koopa Troopas. "Toad" was replaced entirely with "Pakkun", part of the Japanese name for a Piranha Plant. The music heard when printing will also play at the rankings screen in the Japanese version.
Toy Box
- The Toad sprite picture was changed from the bottom-right Toad in the International version to the bottom-left Toad in the Japanese version.
- The Super Mario Bros. boxart screen was changed to the Famicom Disk System startup screen.
International | Japan |
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- The Nintendo Entertainment System logo was changed to the Japanese Family Computer logo.
International | Japan |
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- The "Get N or Get Out" slogan was changed to the Japanese Nintendo logo.
International | Japan |
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- The "Only For" picture was changed to the Disk System logo.
International | Japan |
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- A new banner was added to the top-left Toad.
Japan |
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Physics
To do: Are there any other changes? |
Physics were slightly tweaked in the Japanese version.
- The jump height is slightly higher.[2]
Revisional Differences
Virtual Console Changes
The 3DS does not support any link or infrared capabilities that the Game Boy Color originally had, which renders all multiplayer modes unplayable. As a result, any text strings in the Fortune Teller that referenced multiplayer modes were changed to duplicates of other text strings.
Game Boy Color (EN) | Game Boy Color (JP) | 3DS (EN) | 3DS (JP) |
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Today is your day to win the race |
VS GAMEで かてるでしょう。 |
Fortune is hidden in bricks unbroken |
みずのなかのてきに ちゅうい。 |
Victory is yours in the coming race |
ともだちと VS GAMEをすると よいことがあります。 |
Feelings shared will be understood |
あなたのおもいが あいてに つたわるでしょう。 |
Trade high scores to set new goals |
ランキングのこうかんをすると よいことがあります。 |
Fortune is hidden in bricks unbroken |
なつかしいきょくをきくと よいことがあります。 |
A VS Mode victory is not your fate |
VS GAMEで まけてしまいそう。 |
Stomping on spikes leads to sore feet |
とげのあるてきに ちゅうい。 |
Victory in a race may wash pain away |
VS GAMEで きぶんを かえてみましょう。 |
Change old habits Yield new success |
いつもと やりかたを かえてみましょう。 |
In addition, the print option has been completely disabled, and two of the pictures in the album are impossible to obtain without hacking.
References
- Games developed by Nintendo R&D2
- Games published by Nintendo
- Game Boy Color games
- Games released in 1999
- Games released in April
- Games released on April 30
- Games released in July
- Games released on July 1
- Games with unused areas
- Games with unused code
- Games with unused graphics
- Games with unused music
- Games with debugging functions
- Games with hidden level selects
- Games with regional differences
- Games with revisional differences
- Pages with a Data Crystal link
- To do
- Mario series
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused areas
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