Super Mario Maker/Unused Graphics
To do: Add the locations of all of these graphics. |
Contents
Course Editor
Preview Images
Super Mario Bros. | Super Mario Bros. 3 | Super Mario World | New Super Mario Bros. U |
---|---|---|---|
Full versions of the Sledge Bro preview images for each of the game styles, which can only be seen by putting one into a Block, ? Block, Lakitu, Bill Blaster, Note Block, or Hidden Block. Due to the way the images were designed - when highlighted in the main UI, the preview image "jumps", but if certain enemies and items are inserted inside certain objects or generators, they don't do this - the bottom 1/4th of their images are never normally seen, as Sledge Bros. are not truly separate from Hammer Bros.
A preview icon for the water-floating platforms seen in the original Super Mario World. Since this game does not have this kind of platform, or even pools of water, it is likely that this design was meant for one of the other platform types.
Unused | Used |
---|---|
A different preview image for the New Super Mario Bros. U falling platform that has the design of the normal platform but with a down arrow on it.
An image featuring 28 differently colored squares with numbers in them in the same place as the reset rocket textures
Sample Course Image
A couple of placeholder images reside in /Model/Jpeg.szs. The first image is similar to the one (accidentally) seen in an earlier revision.
Debug Font
This rather boring font image is in vol/content/Pack/System.pack/System/Font/debug_font.gtx. The file is a leftover from the official NW4F "LayoutViewer" tool NW4F/LytTool/LayoutViewer/Cafe/data/gx2_font/debug_font.gtx. Oddly, it's not in the standard Wii U BFFNT font format - it's just an image with no extra data.
Debug Menu
In the base game, two files in vol/content/Layout have E3_DebugMenu in the name, being E3_DebugMenuNormalBtn_00.szs and E3_DebugMenuSelectBtn_00.szs, suggesting a Debug Menu is present in the E3 build of the game.
Early UI
Icons used back when the game wasn't Super but simply Mario Maker are split between a few files, in /Layout/Edit_TestDragBtn_00.szs, /Layout/Edit_TestPostBtn_00.szs, /Layout/Edit_TestListBtn_00.szs and /Layout/Test_ActorBtn_00.szs.
Game Style-Specific
Super Mario Bros.
Enemies
Unused | Used |
---|---|
In-game, collecting a Big Mushroom switches most enemies to alternate sprites in addition to some other effects. However, the final Big Mushroom version of the Koopa Clown Car just puts a 'stache on the original Clown Car, leaving this... "Mario Clown Car" unused.
Unused | Used |
---|---|
These sprites of Bowser and Bowser Jr. carrying Peach and Luigi respectively are also unused. The used sprites give each enemy a hat/mustache, a slightly different palette and, for Bowser Jr., an alternate hairstyle!
Unused | Used |
---|---|
This sprite seems to be for the Luigified cannonball (cruel indeed), but the final version is animated and has a slightly different palette.
Unused | Used |
---|---|
This sprite seems to be an early Marioified Underground Goomba, but the final version has a different mustache, wears a Mario hat, and doesn't even recolor Goombas when underground.
Found in the same location as the alternate Clown Car sprites are these sprites for Big Steely from Super Mario World and a tear drop for the Clown Car, neither of which appear anywhere in the final game.
Unused | Used |
---|---|
These sprites for Stretch are very different from the final version, being less defined and using different colors and a different face. They also appear quite temporary and seem to have Big Mushroom versions.
Tiles
Super Mario Bros. | SMM Unused (Ground/Underwater) |
SMM Unused (Underground/Ghost House/Airship) |
SMM Final |
---|---|---|---|
This graphic, which would be used for the bridge at the end of castle courses, is taken directly from the original game, whereas the final version is thinner and has a slightly different palette, presumably to match the other game styles. Curiously enough, it appears in all the tilesets except for the castle's one, which means it's either a placeholder or these blocks could once be placed.
Red Coin (Unused) | Pink Coin (Used) |
---|---|
An unused red coin graphic, which may or may not be related to the pink coins later seen in the current version of the game.
Unused | Used |
---|---|
There exists more unused pink coin graphics in StaticSkin.pack which are animated. These sprites depict the pink coin being thinner and brighter than the final.
Unused | Used |
---|---|
A shiny, higher-resolution version of the Goal Pole from the E3 2014 demo.
Characters
An unused copy of a sprite of Fire Mario sliding down the flagpole intended for ground pounding. It's named "hipat".
As if Weird Mario could get any weirder, this sprite gives him an extra button. This one's named "appeal", meaning that it was going to have a pose, like Costume Mario.
Unused | Used |
---|---|
Modern-colored Mario with a slightly different palette. This color scheme looks similar to the 8-bit Mario used in Super Mario 3D World, although it may just be a coincidence. Oddly enough, the Dr. Mario and Kart Mario costumes have the same shade of brown as the unused version of the Mario costume.
A smaller version of the Toad sprite.
Super Mario Bros. 3
Enemies
Unused | Used |
---|---|
Unused Stretch gets another style, this time having almost the exact same palette as the original.
Unused | Used |
---|---|
An early icon for the green Koopa Troopa, having a brighter shell than the final.
Tiles
Unused | Used |
---|---|
The unused castle bridge returns with a graphical shift, which is strange since it's not even used in the original game. Like the Super Mario Bros. version, it appears in all tilesets except for the castle's version.
Red Coin (Unused) | Pink Coin (Used) |
---|---|
Another unused red coin graphic, this time in the SMB3 style.
Unused | Used |
---|---|
More unused SMB3 pink coin graphics from StaticSkin.pack. These sprites are closer to the final, with the only differences being slightly different shading.
Characters
These seem to show Mario either sliding or ground pounding, though both the name "hipdrop" and the lack of slopes suggest the latter.
These were later used in Super Mario Maker 2 for sliding on slopes, with the palette updated to match the rest of the sprites.
These jumping Marios more resemble the "traditional" Mario jump, but their name of "wall_kick" suggests they were for wall jumping, which is also only available in the New Super Mario Bros. U style in the final game. Strangely, Fire Mario is absent, and Small Mario's sprite is identical to the used one.
While this also applies to the Super Mario World theme, it should be noted that (through hacking) the "hipdrop" sprites can be seen in-game: By editing either game's control files to enable ground pounding, these sprites can be seen. However, even through enabling wall jumps, the wall_kick sprites can't be seen at all.
All the hipdrop and wall_kick sprites use slightly different palettes to the final sprites, being darker and more vibrant than the softened final sprites, suggesting they were directly ported from the original game.
Super Mario World
Enemies
Unused | Used |
---|---|
Unused Stretch returns, now in 16-bit! All in all, it looks like Stretch was originally going to be a bit scarier.
Unused | Used |
---|---|
The Koopa Clown Car has alternate "hurt" sprites with much simpler shading than the final version. This is actually more reminiscent of the Koopa Clown Car from the original game.
Tiles
Unused | Used |
---|---|
There's a bit of a theme here - the thicker castle bridge returns for all tilesets except the castle's, though this time it's identical to the Super Mario Bros. 3-style version.
Red Coin | Pink Coin |
---|---|
Just like the bridge tile, there's another unused red coin graphic in this style.
Unused | Used |
---|---|
Once again, more unused SMW pink coin graphics from StaticSkin.pack. This is an animated version of the other unused pink coin graphic.
Characters
To do: Compare with final? |
Placeholder or test graphics for Mario and his cape exist, which are simply the original shapes but with crosses on.
To do: There are more unused SMW Marios that need clarifying on which sprites in particular are unused. There are supposedly more hipdrop and wall_kick sprites, and a duplicate of his cape sprites with a few changed pixels and possibly a different palette (which one is used?). |
"hipdrop" (ground pound) returns with a graphical upgrade, and were also later used in Super Mario Maker 2 for sliding on slopes. The red crossed-out sprite is for Fire Mario.
"wall_kick" (wall jump) also returns with its own snazzy 16-bit makeover...although now it's the normal jumping sprite. So there's that.
"pole" (Mario holding a flagpole) exists despite there being no flagpoles in the SMW style. The sprite itself is just a copy of the SMB Small Mario pole sprite.
New Super Mario Bros. U
To do: Mario has animations leftover from The original New Super Mario Bros. U Rip Them. |
Enemies
While all of Lakitu's sprites have feet, only the neutral and defeated sprites actually use them, which makes the throwing sprite's feet completely unseen.
Sprites for a death animation for the Hammer Bros. exist, but are strangely never used.
Tiles
Unused | Used |
---|---|
Once again, an unused version of the castle bridge is present in all tilesets except the castle's, which has the most drastic makeover of them all. This time, the unused version is identical to the Super Mario Bros. version, except it has an incorrect pixel aspect ratio.
Red Coin | Pink Coin |
---|---|
The unused red coin for this style as well.
Nikki Picture
A drawing of Nikki, the mascot of Swapnote, is present in the Layout folder as image.jpg. It is dated October 4, 2012 and was edited in Photoshop. It originates from the Wii U SDK.
Early Splatoon Icons
To do:
|
Present in /Layout/ItemIcon_00.szs are a bunch of images from what appears to be an early version of Splatoon. The style nearly matches that of the E3 2014 build, making these some rather early leftovers.
Gear
Weapons
Sub/Special Weapons
Unlike the final version of Splatoon, the sub-weapons are in full static colors. The final game keeps them mostly colorless due to the ever-changing nature of the Inklings’ ink colors.
Burst Bomb
Early | Final |
---|---|
Suction Bomb
Early | Final |
---|---|
It's likely that the tennis ball was merely a placeholder model for the Suction Bomb.
Splat Bomb
Early | Final |
---|---|
One of the items that remained largely the same.
Squid Beakon
Early | Final |
---|---|
The Squid Beakon originally took the form of a flag rather than a radar dish.
Disruptor
Early | Final |
---|---|
The Disruptor originally looked like a sphere with holes, before the design was changed to a chemical flask.
Splash Wall
Early | Final |
---|---|
The icon for the early Splash Wall looks untextured.
Sprinkler
Early | Final |
---|---|
Bubbler
Early | Final |
---|---|
Inkzooka
Early | Final |
---|---|
Inkstrike
Early | Final |
---|---|
The Inkstrike resembled more of a cartoon rocket rather than a missile, with no tablet.
"BigLaser"
Early | Final |
---|---|
Likely an early version of the Killer Wail, or what would eventually become the Stingray in Splatoon 2.
Placeholder Icon
This image was used for weapons that didn't have an icon yet:
- wsb_bomb_chase (Seeker)
- wsb_timertrap (Ink Mine)
- wsb_allmarking (Echolocator or Point Sensor)
- wsb_freebombs (Bomb Rush)
- wsb_kingsquid (Kraken)
Pause Button
vol/content/Layout/PauseBtn_00.szs mentions some pause screen icons.
Countdown
To do: full filepath |