List of Super Mario Bros. pre-release and unused content

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This is a list of pre-release and unused content for the game Super Mario Bros.

Early iteration[edit]

The development of Super Mario Bros. began with a 16x32 pixel square used as a placeholder, which could not jump at all and moved about a single screen. After taking notice of the sales figures for Mario Bros., Takashi Tezuka proposed the idea of using Mario for the game to Shigeru Miyamoto, which was accepted.[1] Visible checkpoints were considered in development.[citation needed]

A development sketch of Super Mario Bros.
Sketch of a cloud level.

The game was initially far more focused on shooting than platforming. Mario could carry weapons (with a rifle and a "beam gun" mentioned as being usable),[2] and the control scheme was different; the up arrow of the +Control Pad was used to jump, while pressing A Button used whatever item Mario carried or kicked when empty-handed.[2]

The game was initially divided between ground and sky segments, which had Mario riding a rocket (or a cloud in later stages of development) and shooting enemies.[2] The sky-based bonus round of the final game are apparently a remnant of this idea.[3]

Shigeru Miyamoto initially wanted Mario to ride a dinosaur-like creature in the game, but technical limitations of the NES prevented the concept from being implemented. This idea eventually evolved into Yoshi, who was able to be introduced in Super Mario World for the more powerful Super Nintendo Entertainment System.

The development sketches included in Super Mario All-Stars Limited Edition show that the game initially had screen-by-screen scrolling (similar to the later-released Super Mario Bros. Special) rather than continuous scrolling as in the final version.[4]

Concept artwork was released in Super Mario Maker promotional videos. In one piece, it is shown that the Turtle Tribe were tentatively named and designed after the Shellcreepers from Mario Bros., in addition to a cut enemy resembling unshelled Koopa from Super Mario World.[5] Another piece shows a cut cannon-operating turtle resembling a Hammer Brother.[6] The red Koopa Troopa's Japanese description in one of these sketches states that it would "walk a little faster," similar to how the red Shellcreepers behaved compared to their green-shelled counterparts. Other unused enemies from these sketches contain a Koopa Paratroopa with a seemingly pterosaur-like head, a Spiny-like enemy that would "start a fire with concentric steps," and an early version of Bowser referred to as the "Boss Creeper."

More concept artwork would be revealed two days after the game's 38th year since its Japanese release, which showed an early version of the Fire Flower that looked somewhat like the Power Flower from Super Mario 64 DS with a "P" on it, as well as a never-before-seen enemy resembling a serpentine dragon with three spikes on its head and an underbite akin to the final game's Goombas (similar to the Snake enemies in Mario Clash).[7]

Early builds[edit]

Ending theme[edit]

Koji Kondo originally composed the "Ending" theme with an AABA structure, but, since the song would take up too much memory, the "B" portion was cut. The original version of the ending theme was later used for the Famicom Disk System version of Super Mario Bros.: The Lost Levels.[8]

Unused Game Over theme[edit]

An unused alternate version of the Game Over theme was found in the game's code. It was very similar to the regular Game Over theme, but was more simple.[9]

Unused content[edit]

SMB Climbable Ball Sprite.png

There is a brown ball that looks similar to the top of the flagpole. Mario can climb it, similar to a vine. When he climbs the object, the sound made when hitting a block from below plays repeatedly.[10]

A short Fire-Bar that rotates counterclockwise quickly, along with a few other Fire-Bars, can be glitched into the game.[10]

Lakitu was supposed to throw Spinies in a curved fashion like he would starting with Super Mario Bros. 3. However, due to a glitch, he throws them straight down instead. This glitched behavior was carried over to Super Mario Bros.: The Lost Levels, Super Mario All-Stars, and Super Mario Bros. Deluxe, and the behavior is referenced in its Assist Trophy in Super Smash Bros. Brawl, Super Smash Bros. for Nintendo 3DS, and Super Smash Bros. for Wii U.[10][11]

The theme that plays at the beginning of Worlds 1-2, 2-2, 4-2, and 7-2, where Mario is entering a Pipe, has a "hurry up" version, even though the timer is locked for this scene and the ensuing levels have Time Limits well above 100 seconds. This unused content presumably carries over to The Lost Levels for Worlds 1-2, 3-2, 5-2, 6-2, A-2, and B-2.

References[edit]

  1. ^ Iwata Asks: New Super Mario Bros. Wii: It Started With A Square Object Moving
  2. ^ a b c Iwata Asks: Super Mario Bros. 25th Anniversary.
  3. ^ "Super Mario Bros.' 25th: Miyamoto Reveals All"
  4. ^ "Mario Development Notes"
  5. ^ Nintendo (September 14, 2015). Nintendo Digital Event @ E3 2015. YouTube. Retrieved October 18, 2021.
  6. ^ Nintendo (September 13, 2015). Super Mario Bros. 30th Anniversary Special Interview ft. Shigeru Miyamoto & Takashi Tezuka. YouTube. Retrieved October 18, 2021.
  7. ^ YTV NEWS (September 15, 2023). Concept Art of the Early Fire Flower and Dragon-like Enemy. YouTube. Retrieved December 15, 2023.
  8. ^ shmuplations, "Koji Kondo – 2001 Composer Interview". Retrieved November 29, 2016
  9. ^ Bram Oxalate (February 5, 2019). Super Mario Bros - Unused Content. YouTube. Retrieved May 20, 2020.
  10. ^ a b c Super Mario Bros. The Cutting Room Floor. Retrieved October 8, 2020.
  11. ^ Super Mario Bros. Unused Spiny Egg Behavior on YouTube. Retrieved June 8, 2021.