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超级马力欧兄弟3
| Super Mario Bros. 3/zh-cn |
|---|
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Developer:
Nintendo
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超级马力欧兄弟3 始终是有着一个疯狂销量的游戏,这是理所应当的。它也同样隐藏着大量未使用的素材。
子页面
| 未使用关卡 16个只能通过修改进入的关卡。 |
| 未使用图像 大量图像集中于此。 |
| 版本区别 "Miss twice and your out!" |
| 未使用的奖励游戏 留在ROM中的奖励游戏数据。 |
开发者调试残余
一些调试程序残余留在了游戏中,但只能通过金手指设备或者修改进入。
关卡选择与调试菜单/模式
Game Genie 代码 KKKZSPIU 能激活一个关卡选择与调试模式。
在标题页面:
- 按 上 或 下 选择一个世界开始。
- 按 A 增加5条生命(每次按下按键时,有一个图块会随之变化)。
- 二号控制器按 A + B + 下 将你传送到游戏结局的公主房间。
- A + B + 右 直接将你传送到终幕。
当你开始游戏时,你的道具箱将装入每种道具一个,外加额外的传送之笛,剩余的位置将用飞行翼填满。在游戏中:
- 一号控制器按 选择 可用于轮换马力欧的装扮。
- A / B + 选择 能让马力欧穿上栗子小子之鞋(在某些关卡可能看上去是花屏,但能正常运作)。
另外,你将拥有无限的时间 – 计时器仍然在走,但即使时间用完了马力欧也不会立即死亡。
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.
Disconnected Debug Leftovers
Even if you enable the debug mode above, there are a couple of leftover routines that remain inaccessible. These routines do not seem to pay attention to the aforementioned debug flag, so either the check is simply lost to time or these routines were hardwired to always work. The latter would make sense why they are disconnected from the source.
- 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).
未使用的双人关卡

第四个双人关卡,大量的金币构成了彩虹状,并使用已给其他关卡没有使用的砖块图像。当金币被收集时,一个错误的图块将替代金币原有的位置。事实上,与这关有关的代码启动了一个计时器,当计时器终止时,马力欧就输了比赛。推测应该是收集了最多金币的玩家获胜,但可能这样运作的代码不存在于ROM中。
未使用物块
物块 00
Bank号: ??
物块号: 00
当玩家作出“碰到”它的操作时,它的代码让它移动(最高速度是确定的)。这个东西存在的目的不明。可能仅仅是用于测试碰撞。
物块 02
Bank号: ??
物块号: 02
如果玩家没有站在两个相同的图块上,这个物块会被它的初始化进程给摧毁,否则它将出现在高度与玩家+32相匹配的地方(大约在玩家的脚部)并向上移动,其速度因一种奇怪的逻辑而改变。
物块 04
Bank号: 00
物块号: 04
注释:这不是实际出现在游戏中的方式。图像仅供参考。
一个非常怪的物块。实际上拼凑成这个物块的图块不再存在于ROM中,但它理应使用图块 B0-BF。它在初始化后随即面向玩家。如果马力欧/路易吉接触这个物块,它将像微型板栗小子一样将黏在他们身上,且永远不会掉下。但它不会阻碍玩家的移动。它能用龟壳或锤子消灭。
Object 05
Bank ID: 00
Object ID: 05
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
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)
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)
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
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.
Unused Level Palettes
Some level types have unused palettes. Not many, though.
Fortress
Fortress palette #2 is a green version of the standard fortress color scheme.
Giant
Giant stage palette #2 uses shades of gray with blue water.
Plains
Plains palette #1, featuring a sky with a pinkish hue.
| Palette 2 (Used) | Palette 6 (Unused) |
|---|---|
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Palette #6 is nearly identical to the used Palette #2. The only difference is that the blue rectangles are blue-green.
Stage Anomalies
There are a few stages with hidden foreground pieces.
| Hidden Tile | In-Game |
|---|---|
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A single brick is hidden behind the waterfall in World 4-1.
| Hidden Tile | In-Game |
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A cloud appears behind the first slope in World 5-2.
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