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Super Mario Bros. Deluxe
|Super Mario Bros. Deluxe|
This game has a notes page
This game has a prerelease article
Super Mario Bros. Deluxe is, you guessed it, a port 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, and some other tidbits, it remains very faithful to the original.
Revisional differences between English v1.0 and v1.1 (may have to do with the Photo Album bug).
Lost Lost Levels Levels
Admit it, you laughed.
Worlds 9, A, B, C, and D of the
Super Mario Bros. 2 Lost Levels For Super Players portion of the game 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.
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: Why do the Red Coins not register? What do the other Brick Blocks contain? (Also, make this section look more appealing).
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 second single Brick Block from the left contains a Red Coin if the level is loaded in Challenge Mode, but collecting it will not cause the "Red Coin collected" sound effect to play or add it to the Red Coin HUD. The Red Coin does give the player 200 points, however.
In the Japanese version, the first pipe contains a Piranha Plant.
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. It is also unused in the original game.
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 graphics for the "Extremely Lucky" card. In the final version, Peach's face was touched up slightly, her earrings were repositioned, the "EXTREMELY" text was redrawn and shifted up by one pixel, and the word "LUCKY" was added.
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. The final game uses the original Super Mario Bros. graphics in both the regular and "For Super Players" modes.
A prerelease screenshot shows that other SMB2 JPN 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 this walkthrough walls code:
The unseen castle after the flagpole in World 1-1. Oddly enough, it 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.
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.
The Japanese version was released eight months after the European one, and received a fair amount of improvements.
The photo album icon on the main menu got a flashing NEW! whenever there are new photos to view.
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. Also, the extra modes are 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.
The message presented after choosing to save on the pause menu differs between versions.
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 brothers are cycled through along with their forms, and even keeps track of your record time for each stage.
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. Also, the music heard when printing will play at the rankings screen in the Japanese version.
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(JA)||3DS(EN)||3DS(JA)|
Today is your day to win the race
VS GAMEで かてるでしょう。
Fortune is hidden in bricks unbroken
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
Fortune is hidden in bricks unbroken
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
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.