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Super Mario Bros. 3/Unused levels/pt-br
This is a sub-page of Super Mario Bros. 3/Unused levels.
Contents
- 1 Fases Inutilisadas
- 1.1 Nível 2P Inutilizado
- 1.2 Hammer Bros. do Mundo 7
- 1.3 Fase Inutilizada 1
- 1.4 Fase Inutilizada 2
- 1.5 Fase Inutilizada 3
- 1.6 Unused Level 4
- 1.7 Unused Level 5
- 1.8 Unused Level 6
- 1.9 Unused Level 7
- 1.10 Unused Level 8
- 1.11 Unused Level 9
- 1.12 Unused Level 10
- 1.13 Unused Level 11
- 1.14 Unused Level 12
- 1.15 Unused Level 13
- 1.16 Unused Level 14
- 1.17 Unused Level 15
- 2 Other Unused Areas
Fases Inutilisadas
Nível 2P Inutilizado

Uma fase que possui um grande arco de moedas e usa um gráfico inutilizado de bloco. Quando uma moeda é coletada, uma tile incorreta aparece no seu lugar. Existe um código relacionado a esse nível que demonstra um Timer que acaba e decide se Mario perdeu a partida. Presumivelmente, o jogador que coletou mais moedas venceria, mas o código que manusearia isso não está na ROM.
Hammer Bros. do Mundo 7
| Level: | 1F438 |
|---|---|
| Sprites: | C650 |
Essa seria a fase do Hammer Bros. no Mundo 7, porém, não tem nenhum Hammer Bros. no mapa. Este design nunca apareceu em nenhum lugar.
Fase Inutilizada 1
| Level: | 1E75C |
|---|---|
| Sprites: | C1BB |
Aparentemente uma versão mais antiga da 5-3. Contém o Kuribo's Shoe, Spinies, e canos conectados. A maior diferença comparada com a versão final é o fato que você começa do lado esquerdo do mapa (enquanto na 5-3 você começa da direita) e a existência de vários canos conectados.
A área é mais vazia, comparada com a 5-3.
Fase Inutilizada 2
| Level: | 1E9BC |
|---|---|
| Sprites: | C231 |
Está fase não lembra nada no jogo. Parece a 3-9, com canos conectando a uma área de água, apesar das posições dos inimigos serem completamente diferentes... Porem, o fim é particularmente estranho: você aparece do nada, e se você tentar entrar no cano a sua direita, você vai para uma Coin Heaven (também do nada) que leva para uma caixa do tesouro contendo a Jugem's Cloud.
Para achar a verdadeira saida, você precisa voas por cima do cano e da estrutura azul.
Fase Inutilizada 3
| Level: | 210ED |
|---|---|
| Sprites: | C6EC |
Esta fase montanhosa com o Lakitu e Starmans parece uma versão mais antiga da 7-3. Note a presença do Kuribo's Shoe; o time de desenvolvimento realmente queria que o item aparecesse em outras fases alem da 5-3, mas por alguma razão, isto nunca ocorreu. A área está completamente isenta de inimigos terrestres, e a Note Block rosa levando a Coin Heaven é extremamente difícil (porém não impossível) de ativar, porque ele tende a fazer você cair no buraco se você tentar bater nele.
Por alguma razão, existe uma moeda sozinha, flutuando no meio do céu.
Unused Level 4
| Level: | 21452 |
|---|---|
| Sprites: | C016 |
Appears to be a more challenging version of 1-5, with Piranha Plants awaiting you at the foot of each slope, and no Coin Heaven. Also note the odd side-by-side doors at the beginning of the level.
Unused Level 5
| Level: | 2B764 |
|---|---|
| Sprites: | D411 |
Contains many unused Tanooki Suit bonus rooms, presumably as a quick way to test bonus room layouts before putting them in the game. A walk-through-walls Game Genie code such as AOSUZI or YLLLLI is necessary to explore all the rooms. While the wall pipes simply return you to the world map, the ground pipes lead to an empty room where you fall to your doom.
Unused Level 6
| Level: | 232CF |
|---|---|
| Sprites: | CBF5 |
Appears to have been planned for World 6, but was completely removed altogether. It features many Cheep-Cheeps and Fire Chomps, and the whole level moves up and down. It also showcases a bug in the game: jump on the middle of the moving platform as Super Mario and stand still. When you pass the wooden block, you'll stomp the Cheep-Cheep and the Fire Chomp and then be standing in mid-air.
Interestingly, a pointer to this level still exists on top of the START tile in World 1. Nintendo most likely placed a level tile here during development in order to quickly test out new levels.
Unused Level 7
| Level: | 237CA |
|---|---|
| Sprites: | CCB0 |
This autoscrolling level with Jelectros immediately reminds one of an icy version of 7-4. It's possible that this level concept was first planned for World 6, but then got pushed back to World 7, leaving this stage unused.
The powerup right at the beginning is nearly impossible to collect, because the screen immediately scrolls down and you pretty much need superhuman reflexes to collect the powerup before it disappears. The level also features the unused Gold Cheep-Cheep enemy, although in most cases few or none of them will appear due to sprite overload.
Unused Level 8
| Level: | 24F28 |
|---|---|
| Sprites: | C016 |
A vertical level which requires you to swim up all the waterfalls to get to the exit. The level is a bit short, has no enemies at all and no proper exit. It could very well have been part of a larger level, like 7-1.
Unused Level 9
| Level: | 26CB9 |
|---|---|
| Sprites: | CECD |
This rather bland level features blocks moving up and down and Para-Beetles, including the unused green variant. Much like Kuribo's Shoe, Para-Beetles are used in only one level in the final version. Obviously, this stage is far from finished.
Unused Level 10
| Level: | 279BB |
|---|---|
| Sprites: | CECD |
Uses the same sprite table as the previous level, which is odd. It was possibly supposed to be some kind of Coin Heaven, though none of the ones in the final game have entry pipes.
Unused Level 11
| Level: | 22DDD |
|---|---|
| Sprites: | CAE8 |
Appears to be an early version of 1-6. The major change is the lack of line following platforms (there are two platforms but they only go back and forth). There are also some more enemies.
Unused Level 12
| Level: | 2304C |
|---|---|
| Sprites: | CB46 |
Yet another version of 1-6, but it's much more incomplete. It doesn't even have a goal, so your only choice to end the level is to fall into the pit. The starting position is also weird, as it's way above the ground.
Unused Level 13
| Level: | 230D4 |
|---|---|
| Sprites: | CB54 |
This is almost identical to the previous level... almost. The ground has been lowered by one block and you no longer start somewhere in mid-air.
Unused Level 14
| Level: | 26DBB |
|---|---|
| Sprites: | C016 |
One odd level. It has no exit, and no enemies at all. The most interesting feature of this level is the starry background at the top, which went completely unused in the final game.
Unused Level 15
| Level: | 26E71 |
|---|---|
| Sprites: | C73B |
This level doesn't make much sense from a design standpoint, and looks more like a test level than anything. It has a Hammer Brother (who will never show up in-game), stacked cloud platforms (unused outside of this stage), an inactive Bullet Bill cannon, and a control block to end the level when you open the treasure chest.
Other Unused Areas
This stage exit is located to the right of 4-5's Tanooki Suit room. It's not used in 4-5, or anywhere else for that matter.


