Super Mario Advance 4: Super Mario Bros. 3/Beta elements

This article pertains to the beta elements of Super Mario Advance 4: Super Mario Bros. 3.
== Unused Graphics ==
=== General ===
Image	Description
 	The unused animations of Mario moving on the map map left/right and up have been updated but still go unused since the original. The difference between the old and new graphics is that this one now has gloves
 	The unused sliding graphic for the Hammer Suit, which also now has gloves, also got updated yet still go unused in this game.
 	Unused victory graphics for Mario and Luigi.
 	The bonus tiles, which are still not used. While there were three other bonus games that got added into this game, none of them are the ones that was removed from the original game.
 	The original Spiny Cheep-Cheep graphics, from the NES version, are still in the ROM. The final game uses the graphic from Super Mario All-Stars.
 	The same four end-of-level outlines that went unused in Super Mario All-Stars are present here.
 	The bonus game intros were redone for this version, so these old Toad/Mario/Luigi graphics are no longer needed. Even so, the gloves on the small forms were not updated.
=== Level Geometry ===
Most of these were either updated or ripped straight from Super Mario All-Stars and are still present in the game's files.
Image	Tileset 	Description
 	Plains 	An updated version of the cloud and double bushes.
 	Grasslands 	Updated clouds, both big and small. The corner pieces, that weren't used in the original game, are still present in this one and are still in their 4-color format.
 	Higher Plains	The spiral clouds and original hill designs.
 	Higher Plains	Placeholder text that translates to "3 transfer" (３テンソウ -> ３転送)
 	Caves 	An updated small cloud, which is the same as in the Grasslands tileset. As mentioned before, it's not used. The unused cloud corner tiles are present as well, but are unconverted to the sprite.
 	Desert 	A pyramid that must've been part of the foreground scenery. The multitude of unused desert tiles in the original version of the game still linger and unchanged in the tileset.
N/A 	Sky 	The unused cloud corner tiles, which remain it's origins tileset from the original game.
 	Ice 	Another big cloud, this is the third one now.
 	Castle 	This door-like frame, which was ripped from the original version of the game, was still deleted when the tileset was ported over from Super Mario All-Stars.
 	World 8 	The tire, spikes, and propeller, which were updated from the SNES version. They still go unused in this game.
=== Unused Enemies ===
Image	Description
 	A yellow version of the Cheep-Cheep enemy. Just like in the previous games, which were still unused, they swim faster than normal Cheep-Cheeps in a wave-like motion.
 	A (faster) green version of the Para-Beetle, which can only be generated by the (also-unused) Para-Beetle spawner.
 	Unused sprites of the flying/winged Boom-Boom in it's defensive position. In the final game, Boom-Boom continues flying around unless jumped on, leaving these graphics unused. They are also present in Super Mario All-Stars.
=== Leftovers ===
These graphics are leftovers from Super Mario Advance 2: Super Mario World.
Image	Description
 	The Koopa Clown Car from the final boss where the player must fight Bowser.
 	Green Koopa Troopas.
 	This font meant for an older version of that game. Although the "VER. /" is seen, the numbers are not.
== Unused World-e Level Content ==
World-e is a level extension that is locked behind the game, only accessible through E-Reader Cards. It was also made accessible automatically on the Wii U Virtual Console with no such thing required to access the levels. However, there is a lot more content that went unused than what was stored for the main game itself.
=== Unused Objects ===
Image	Name 	Description
 	Test Enemies 	Obviously used for testing purposes, it loads in a blue whistle. One type of it is stationary, but can still hurt the player, while the other type chases after Mario/Luigi. When it changes its angle, the sprite rotates as well. And setting the sprite graphic set to another one will have the test enemy chasing after the player like Bullet Bill.
 	Bomb 	A simple bomb that will when the player picks it up, then detonate in about five seconds. They will act just like a Bob-Omb explosion, destroying nearby enemies and potentially harming the player. It's possible this was a leftover from Super Mario Advance: Super Mario Bros. 2, but there is no proof or evidence of it officially
 	Beach Ball 	A beach ball that bobs up and down in the air, with the object acting like the Chomp Rocks from Super Mario World 2: Yoshi's Island. Standing off-center will push it to the left or right and rotate the beach ball. Unlike the Chomp Rocks, this cannot hurt enemies as it makes a splashing sound when it moves. It's possible that this would've been planned for a water level.
 	Number Blocks	When these blocks are picked up, the block below will be set to 0 and the block in hand will be decremented. Throwing these blocks will stick them to any solid surface, including walls! They can also be thrown at enemies to then defeating them.
 	P-Wing Block 	Although the P-Wing powerup is used in the Orange Mushroom House, this block type that contains the object is not.
==== Unused Object Variables ====
* Bubble: The bubble object can be set to contain the ball that's used in the Red Toad House. These would've acted similarity to the one's in Super Mario Advance: Super Mario Bros. 2.
* Snake Block: Though the snake blocks in World-e, their speeds can be adjusted in the game's files.
==== Super Mario Bros. 3 Leftovers ====
===== Card Objects =====
The three objects function the same way they did in the original version of the game. However, they do have their it without their proper graphic tiles.
==== Super Mario Advance: Super Mario Bros 2 Leftovers ====
Image	Name 	Description
 	Mushroom Blocks	They work exactly as expected where they can be picked up, put down, and thrown at enemies to defeat them. However, the tile the Mushroom Blocks that are put in front of will be destroyed when picked up. They will also not stop pipes from spitting out enemies.
 	Stopwatch 	Touching this Stopwatch will freeze the stage timer for 5 seconds. These would've been handy in areas with very short timers.
 	Veggie Shell 	Pulling up the vegetable sprout will grant the player this giant shell, which will do everything a normal shell does (defeat enemies, break bricks, hit blocks). However, it's much faster and the player can ride on top of it. They can also pick it up after the object is thrown.
==== Super Mario Advance 2: Super Mario World Leftovers ====
Image	Name 	Description
 	Dolphins 	They function just like they have in the original game, not even glitchy sprites.
 	Fireballs 	Fireballs with angry eyes, functioning similarity to the Phantos in Super Mario Advance. They grow bigger when hit with a by a fireball and explode after being hit eight times.
 	Fishbone 	This one has it's sprite redrawn suggesting that it was planned to be used in e-world. However, even without the e-world, there is no level where this enemy would fit.
 	Giant Gate 	The giant goal post where the player would've had to touched to end the level. Though the posts are both comprised by 3-Up Moons and Cape Feathers in it's place, the Bonus Star graphics still remain intact. Hitting the Goal Tape will act like hitting the card at the end of a level, minus actually getting a card. Unlike where the object of it originated from, going above the Goal Tape will not count as clearing the level.
 	Lakitu's Cloud 	Though the graphics are nowhere to be found in the ROM, having six "X"s in it's place, it does functionality attached and can be moved with the D-Pad. However, it will never disintegrate.
 	Land Cheep-Cheep	A Cheep-Cheep that flops around on the ground. Unlike the harmless variants in original game, this Cheep-Cheep will hurt the player if they run into it. However, it's can be defeated by stomping on it.
 	Para-Bomb 	While the ID of this object is used, the only place it appears in the e-Reader levels spawns Para-Goombas instead as the object location's X position is even. The graphics for this enemy have been updated to match the Bob-Omb design from Super Mario Bros. 3. Once land, they turn into wind-up Bob-Ombs and will only explode when stomped on.
 	Porcu-Fish 	Homes in on the player and stays near the water's surface. This was replaced by another fish that is used in the final game, not just blocked by the e-reader cards either.
 	Silver P-Switch 	This silver P-Switch can be carried around like they have in the original game along with their acts like they were as hitting the switch will turn all nearby enemies into silver coins, which can be picked up for points and eventually extra lives. However, unlike where it originated from, this will not play any music upon it's activation.
 	Swooper 	Act just like they do in the original game. They stay in place until the player is in close proximity to then move left, do a loop, and then continue moving left indefinitely.
 	Fuzzy 	This would possibly act like the Fuzzies in that game. There is no associated object ID found for this enemy, so it's possible that it was never got programmed.
 	Yoshi Egg 	Graphics for a Yoshi egg. There are no other traces of Yoshi in the game's files, leaving this object's purpose a complete mystery.
==== Yoshi's Island: Super Mario Advance 3 ====
Image	Name 	Description
 	Arrow Lift	The object is fully functional and is was possibly planned to be used as it seems to be a redesigned from the original game. The ball will rotate constantly until the player jumps on it. Once on board, the ball will move in the direction the arrow points.
 	Flutter 	Still functions like normally and will become enraged, charging into the direction of the player, upon stomping on the enemy.
 	Boo 	These enemies would've functioned just like a larger Boo Buddy. Strangely enough, this Big Boo graphic resembles its unused graphic from the original game with the only apparent difference being the palette that's used compared to the one in the final game.
=== Unused Backgrounds ===
Image	Background ID Number	Background Name/Type	Description
 	33 	Bonus Game 	This background uses graphics found nowhere else in the game with its ID found directly after the three new bonus game backgrounds, suggesting that it might've been a possible candidate for a bonus game. It looks very similar to a texture seen in Shy Guy's Toybox from Paper Mario.
 	34 	Caves 	This is just standard cave background but with a second cave layer in place of the skyline.
 	36 	Hills 	The hills background, which are seen in the grassland levels. However, these ones have a higher elevation, unlike the ones used in the final game.
 	3B
3E
3F 	Waterfalls 	Three unused waterfall background variants. The first two (3B and 3E) have much larger waterfalls than normal one that are used, with only difference being the height of the clouds' form. The third (3F) looks like the waterfall background that is used in the final game, but at a much greater height.
=== Unused Level Icons ===
Although some of them are used in the main game, they can still be found inside the files for World-e.
Image	ID Number	Name
 	00 	e+
 	03 	Warp
 	0C 	Airship
 	0E 	Coin Ship
 	0F 	Hand
 	17 	Fire
 	1A 	Boomerang Brother
 	1B 	Sledge Brother
 	1C 	Fire Brother
=== Unused Level Sets ===
There are three level sets that go unused, which is shown to the left. There is a lowercase e (00), a Fire Flower (03), and a Heart (04). In the final game, there are three sets that do get used for the e-levels. These being a Mushroom, a Star, and a Promotional graphic respectively.
=== Unused Switch Details ===
Image	Name 	Switch ID	Description
 	Grey Switch 	N/A 	A grey palette exists for the e-Switches and is present in both the e-Reader room and the World-e map. It's possible that the player would've been teleported to the World-e map by using this switch.
 	Switch Cards 	N/A 	These graphics are stored in the ROM's files and should've been displayed on the e-Reader screen when an e-Switch card is scanned, but this never happens. The e-Cards make the game easier with the ?-Cards changing the normal game in some way, and the !-Cards make the game more difficult. Note that the above image shows the cards for the e-Switches that were released (Note: The ×2 points multiplier, the Mario damage modifier, the stronger boss health, and the harder enemy effects are separate cards, but can still be controlled by a single Switch in the final game).
N/A 	Switch Content 	N/A 	A number of additional e-Switch cards were planned, but remained unreleased. However, their in-game effects can still be activated using the CodeBreaker's code
N/A 	4000 Points Switch 	0020 	With this effect, the continuous enemy point bonus will start at 4000 instead of 100. This means that the player will start earning extra lives with the third enemy in a row.
 	1-Up Mushroom Card 	0004 	With this switch active, all blocks that contain 1-Up Mushrooms will give the player three 1-Ups instead of just one.
 	Floating Switch Platform	1000 	This switch will enable a feature whenever the player falls down a pit the first two times, where they will be raised out of the pit by a floating platform. The first time it will be two blocks wide (much like the similar winged platforms from Super Mario World), and the second time it will be only one block. Jumping down a pit a third time will result in the player losing a life.
 	Hold Box Switch 	0008 	This switch effect will add a hold item box to the center of the screen, just like the ones used in Super Mario World. Once the player gets hit, the item will drop down and a new one will be added. The item box will always be a Mushroom at the start of the stage. The item box can hold any of the player's power-ups, except for Stars.
N/A 	Luigi Demo 	4000 	Any demo recorded with this switch active will have Mario replaced with Luigi when played back. If used during the main game in conjunction, with Luigi's gameplay switch (4100) or during World-e, this will usually lead to Luigi losing a life. A quasi-similar idea would later be used in New Super Mario Bros. Wii as "Super Guide", where Luigi can play a level for the player if they lose enough times.
=== Miscellaneous ===
==== Early and Placeholder Graphics ====
Image (Early/Before)	Image (Final/After)	Name 	Description
 	 	Alternate Bonus Icon	Older graphics for the e-Coin and Advance Coin counters are loaded into the game before the new ones would take their place.
 	 	Hard Block 	An unused sprite that's similar to the Super Mario Bros. variant, which was taken almost directly from Super Mario All-Stars. The final game uses a modified version of this sprite, leaving the old one go unused.
 	 	Placeholder Text 	A little block of katakana text that's stored in memory for a couple of frames before the level loads. マント translates to "cloak", and marks where the Cape graphics are stored at.
==== Placeholder Text Graphics ====
Image	Translation 	Notes
 	Trap Replacement 	
 	Will you save this course?	The player cannot create courses in the e-world nor in the final game. It's possible that this was planned before being scrapped in early development. Creating courses would later be a thing in the Super Mario Maker series.
thumb	Communication
Register
Remove	
==== More Unused Graphics ====
Image	Name 	Description
 	Advance Coin 	Two unused frames of the Advance Coin flipping. The text here translates to "rare", which could possibly be the meaning of the R icon. In the final game, this coin only has three frames of animation in-game, making these other two look rather awkward if they were added.
 	Diggin' Chuck	These loaded tiles, meant for the Chargin' Chucks, contain some graphics of the Diggin' Chuck's from Super Mario World sprite. These are possibly a leftover as none of Diggin' Chuck's other tiles, nor it's rocks, are loaded in with the enemy.
 	Castle Floors	The castle, which houses the e-Coins, originally had three floors. However, there is only one floor in the final game and would've been unlocked when an e-Reader level is marked to have a 9th and 17th e-Coin, respectively, which allows the player to move up or down a floor by pressing the L and R buttons respectively. Since, even in the Japanese version, the game only has eight e-Coins released for the final game, these floors are never accessible.
== European World-e ==
In the European versions of the game, World-e is disabled by default and can never be accessed with the e-cards. However, it's not removed from the game's files and was even translated into other languages. It can be unlocked by exploiting a corrupted save. Europe eventually did World-e when the game was re-released onto the Virtual Console (March 10, 2016) along with the language translations getting used during the process.
File:SMA4FR-TS.png| French (Monde-e)
File:SMA4FR-We1.png| French (Monde-e)
File:SMA4IT-PC.png| Italian (Mondo-e)
File:SMA4ES-We1.png| Spanish (Mundo-e)
File:SMA4DE-1E.png| German (e-WELT)
File:SMA4DE-PC.png| German (e-WELT)
== External Links ==
Super Mario Advance 4: Super Mario Bros. 3 on The Cutting Room Floor.
Category:Beta elements