Super Mario All-Stars/Beta elements

This article pertains to the beta elements of Super Mario All-Stars.
== All-Stars (General) ==
=== Unused Graphics ===
==== Unused Logo and Pause Screen ====
Image	Name 	Description
 	Nintendo Logo	An alternate version of the Nintendo logo. Unlike the final version, the racetrack surrounding the text is less round, and the logo isn't paired with a giant Mario coin
 	Pause Screen 	Japanese Text, which translates to "Take a Break". It's possible it would act just a normal pause screen. Even so, no game has done much of a thing like this.
==== Placeholder Text ====
Before	After	JPN Translation
 	 	(プレイヤー) Player; (パワ床) POW Block; (スイショウ) Crystal; (フラス) Flask
 	 	(プレイヤー) Player
 	 	"Mario, Luigi"
 	 	(ＢＧカキカエ　エリア) BG Transfer Area
 	 	Player
=== Unused Sounds ===
Basically, every single unused sound was imported directly off of Super Mario World (such as Yoshi sound effects). Although these were all leftovers, they did eventually get used in Super Mario All-Stars + Super Mario World.
=== Unused Spiny Egg Behavior ===
In Super Mario Bros. and Super Mario Bros. The Lost Levels, the Spiny eggs are thrown by Lakitu in a simple way, with no horizontal movement whatsoever. However, this was not the intended behavior as it's actually the result of a bug! Originally, the eggs were supposed to be thrown out relative to the player's speed and position, along with Lakitu's speed and a pseudo-random value, as well as a bounce off of any blocks or walls that they hit on the way down.
== Super Mario Bros. ==
=== Unused Graphics ===
Image	Description
 	Ending text graphics which appear after the Princess Toadstool sprites, which was originally going to be animated before being scrapped.
 	A "PAUSE" Graphic which possibly would've been used before the save menu was later added.
 	Older graphics of Mario, which were used in Nintendo Power video previews.
 	An early version of Toad, meant for being rescued in the seven castles whenever the player clears it. The top half of the second frame was cleaned up and reused in the final game.
thumb	An early Princess Toadstool, being much shorter to the size of her counter part in the original.
thumb	16-bit renditions of the original 8-bit Super Mario Bros. tiles, along with a unique ground tile not found in the original game.
 	A unique brick block, which is seen multiple times in the graphics bank. It's most likely graphics for the ground.
 	Corner tiles for the castle bricks.
 	A copy of the end-of-level castle, which is only loaded in underground areas. Since the end of the underground levels is always set in the overworld, these go unused.
 	Sea coral in front of some brown rocks. The palette that is used for the normal coral blocks also holds duplicates of the colors from the background rocks, which was also likely intended for this sprite too. The only area of where it would fit is the level preview screen for water levels.
 	An alternate sea coral. Unlike the ones used in the final game, these ones were originally going to be animated.
 	A star, which was meant to be seen in the bonus room backgrounds for Mario and Luigi.
 	An unused piece for the underground background, having a small pipe sticking out from the rocks.
 	A ground tile, which was meant to be used on the very bottom for the underground background, at the same height as the level's foreground solid floor. It is seen in pre-release images.
 	Graphics meant for the rock/mountain background tiles (seen in World 2-1 and World 8-3). These graphics were meant to be used to lay a flat ground on the very bottom of the screen. These can be seen in pre-release images. The red pallete was also replaced by a brown palette in snow levels for the trees, such as World 4-1.
 	The tiles, that are highlighted, are never seen in any underwater level.
=== Unused Pallets ===
Color Palettes	Graphic	Description
 	N/A 	The palette used for the trees in levels (such as World 4-1) has its shades of red become brown in snow levels. This is never seen as this palette is not used for any piece of the background in snow levels.
 	 	A white and gray mushroom palette, meant to be used for mushroom-themed levels such as World 4-3. Since it doesn't appear, being replaced with a mossy green palette, this goes unused.
 	 	An alternate blue Bowser. However, all of them are just green.
=== Unused Text ===
Text	Description
Thank you Mario!
Your quest is over.
We present you a new quest.
Push Button Y to start a Ura-World.	Although used in the original game, it's not used here. In the final game, the player can choose the world he/she want to play through again. The "Ura-World" was possibly scrapped sometime during development.
== Super Mario Bros. The Lost Levels ==
=== Unused Graphics ===
Image	Description
 	A graphic set containing tiles for an early Super Mario Bros. 2 logo that is much closer to the original FDS version than the final one in-game. The subtitle of "For Super Players" is missing and a star for how many times the player has beaten the game also exists. The graphic below is a mockup of what it would've looked like.
=== Unused Text ===
Text	Description
We present Fantasy World,
Let's try "9 World" with one game.	This was used in the original FDS version when the player successfully beats the first eight worlds without using warps, which unlocks the secret World 9. However, this doesn't appear in-game as the player is then taken straight to World 9-1.
You're a Super Player!
We hope we'll see you again.
Mario and Staff.	This was used when dying in World 9 in the FDS version but, again, doesn't appear in-game.
Thank you Mario!
Peace is paved with Kingdom saved.
Hurrah to Mario, our only hero.
This ends your trip of a long friendship.
100000 PTS added for each player left.	The original ending text of the FDS version when the player beats World 9. Even so, the game doesn't give each player a 100,00 point bonus likely because the game's save function includes the player's current life count (being capped at 128) and goes level-by-level, which would make it rather easy to get an absurdly-high score.
== Super Mario Bros. 2 ==
=== Unused Graphics ===
Image	Description
 	Full sprite sheets for Mario, Luigi, Peach, and Toad having earlier graphics compared to the ones used in the final game.
 	Graphics for the Slot Machine game, but were scrapped in favor of the larger icons.
 	A tomato that would've appeared in Wart's boss chamber, as it was seen in the NES Version.
 	An unused fire sprite similar to it's NES counterpart. The final game has it animated and spinning in the final game.
 	Unchanged graphics ported directly from the NES version, possibly for a winter level (such as World 4-1).
 	Mountain/cavern tiles remade from the NES Version. They were replaced in favor of new and better terrain design.
 	A block that was composed for the icy terrain in the ice levels from the NES version. They were also replaced in favor of new and better terrain design.
 	The dark lines match the wood tiles from the "inside tree" sections of World 5 in the original game, which possibly means that it could've been another revamp. However, it doesn't look anything like wood.
 	A somewhat crudely-drawn ground tile block.
 	Possibly an early version of the brick pattern seen in tower sections, looking more closely on the original design from the NES version.
 	A static whale tail.
 	The green rocks, which are seen from the regular overworld levels. However, there no plantlife on top.
 	An Albatoss enemy having a big for 8-frames long (with the last frame unseen), just as it plays out in the NES Version.
 	An alternate design of the shell, looking almost the same to the original sprite from the NES version.
 	Unused colored bricks of Yellow, Green, and Blue in Wart's Chamber. They can only be seen in-game using Debug Mode.
=== Unused Music ===
Clip	Description
 	An unused fanfare, almost sounding identical to the Slot Machine game. It was later used in Super Mario Advance 4: Super Mario Bros. 3 for when the player wins the picture slots minigame.
== Super Mario Bros. 3 ==
=== Unused Graphics ===
Image	Description
 	Walking animations of Mario and Luigi moving left and up, which were also unused in the original game.
 	The alternate small Mario sprite from the mini-game intros.
 	A graphic of Hammer Mario sliding. Just like the glitch in the original game, it can be done in here too.
 	A Koopa looking similar to the one used in Super Mario World. It was possibly supposed to be seen in the 2-player minigame.
 	The original Spiny Cheep-Cheep, ripped from the original game. A blue one is used instead.
 	A second frame for the Fire Snake's tail. While the equivalent frame was used in the original game, this one only uses the first frame horizontally (flipping it to make it more animated).
 	An unused alternate head graphic for the Fire Snake. It looks similar to the original game's counterpart.
 	A Golden Cheep-Cheep. Just like the original game, it goes unused
 	A Green Para-Beetle. Just like with this Golden Cheep-Cheep, this also goes unused.
 	A differently shaded when the player beats the Hammer Bros.
 	A very simple and flat version of the spade card icon in the world map.
 	Four of the six end-of-level outlines meant to be seen in background. Since the Plains and Clouds outlines have been overwritten, they are unseen from the player.
 	An Outline image of Princess Toadstool (being texture-less) for when the player gets a letter after every world.
 	Slight different graphics for Princess Toadstool. The major difference is her crown is pure white instead of Yellow.
 	A square donut block, which would later be used in the GBA remake for some of the World-e levels.
 	A Blue block meant to be seen in the Toad Houses on the floor. It looks similar to the 2-player battle minigame.
 	Water and waterfall tiles directly based off of the original game, which can be seen in 8th Unused Level.
 	Graphics relating to the cut bonus games, ripped right from the original game.
 	Unknown. Ripped right from the original game.
 	Two separate tiles showing a ladder and two different wall types meant for the Desert Levels, also ripped straight from the original game.
 	Large tank treads meant for World 8, yet again ripped from the original game.
 	The unused block, again ripped from the original game, from the Unused Fourth 2P Map.
 	An unused "PAUSE" text which was likely used before the save menu was implemented (similar to the one in Super Mario Bros.). Although the "P" and "U" are used in the "TIME UP" text, the "A", "S", and duplicate "E" are not.
 	An earlier version of the "PAUSE" message, appearing to be simply reshaded from the original game.
 	An earlier version of the "TIME UP" message. Same reasons as above.
 	A background for the underwater tiles, looking somewhat like sand.
 	A background meant to appear for the Fortress Levels. Since the pillars reach down to the lowest part of the screen, there is no room for it to be seen in-game. However, it can be seen in promotional footage.
 	Although they appear right after the graphics for the dark mountains background (being the tank/battleship levels for World 8), it's hard to make out what the tiles on the left were meant for.
 	A large cloud meant to be seen in Plains, Grasslands, and Ice levels, but were seen in the original game.
 	A doubled-layer of bushes, which also went unused from the original game.
 	The original design for the big bush, though unused, somehow gets a revamp.
 	A Small Cloud meant for the Grasslands and (oddly) Cave levels.
 	The corner pieces, which were also unused in the original game.
 	Spiral Clouds, which were used in the original game, along side a platform that gets unused again. It was meant be seen in the Higher Plains levels.
 	Slopes over a surface of water, somehow planned for the Higher Plains levels.
 	Small versions of the platforms, compared to the ones used in-game.
 	Two frames for an animated cloud platform. The first frame is identical to the other regular static cloud platforms.
 	A different shading tile design for head bushes.
 	Some unused slope tiles that were meant to be used in the cavern levels. One is a slope for the upper part of cave levels (such as the outside area of World 1-5) while the other four tiles are underwater slope tiles. In the final game, steep slopes are found underwater.
 	A pyramid, which was obviously meant to be seen in Desert levels.
 	The unused cloud corner tiles, ripped right from the original original game.
 	The unused border/frame (possibly meant for Bowser's Door), being ripped right from the original game.
 	Some platforms for the crossbeams in airship levels..
 	The tower map icon for World 5. Although the graphic itself is used, the grassy texture around it is not.
 	The airship icon (seen on the map) which was supposed to have fire coming out of its back for one frame.
 	The skulls meant to be seen in the World 8 map.
 	Bowser's Castle in the world map, having some parts differently shaded than the one that appears in-game. It is also missing the terrain texture on the blank areas and also has different colored roofs.
 	Unused graphics for the World 8 map, being the walls and towers that surround Bowser's Castle. However, they were meant to look just like the original game's counterpart.
 	Unused wheel, spikes, and propeller being updated from thier original graphics.
 	Comparing with the original graphics, this question block was originally seen in World 8 for the tank/battleship levels. Due to the restructuring of graphics in VRAM however, it goes unused in the final game.
 	An early version of the foreground water, seen throughout the battleship levels for World 8.
 	A spiral cloud, which was replaced with a different one, meant to be seen in the Title Screen.
 	Tiles for shadows cast by the decorational bushes, which were used in the original game. This was also meant to be seen in the Title Screen.
=== Unused Spade Game Behavior ===
Just like in the original game, the Spade game has an unused counter variable which controls how many times the player gets to play. By setting the variables, the game will allow the player to keep trying until he/she either wins or the having counter reaching to zero.
=== Unused Levels ===
Most of the unused levels from the Original game have also made it's way to this game too.
Image	Name 	Description
 	World 7 Hammer Bros.	Since no Hammer Bros. exist in World 7, this goes unused.
 	Unused Level 1 	A level that's resembles World 5-3, containing a Goomba Shoe and some Spinies. It features multiple connecting pipes (as there's usually one) and starts the player on the left side instead of the right.
 	Unused Level 2 	The concept looks similar to World 3-9, but with a different layout. The pipe on the bottom left leads to a room with another pipe and taking it leads the player to a cloud bonus stage, which also has Lakitu's Cloud. The only way to get to the real exit is to fly over the pipe
 	Unused Level 3 	Containing another Goomba Shoe, this level features a continuous Starman chain. Just like the original, the hidden Note Block is still difficult to get as hitting it will often drop the player down into the pit. There is also a lone coin floating way up in the sky, near the beginning of the level.
 	Unused Level 4 	An early version of World 1-5. The entrance room was changed from having doors to a large slope, the end adds multiple paths compared to the original level's linear method, the Piranha Plants show up through every pipe, and cloud bonus level hasn't been added yet.
 	Unused Level 5 	A collection of large question blocks with each one containing a Tanooki Suit. The only way to explore the rest of these rooms is through hacking. The side pipes exit to the map, while the floor pipes lead to an empty room.
 	Unused Level 6 	The water bobs up and down like in World 3-3 and the Fire Snakes and Fire Chomps don't load their correct graphics.
 	Unused Level 7 	An auto-scrolling water level with an ice theme. It contains Fire Flower at the start, being very difficult to get as the screen scrolls down immediately, All of the pipes generate water currents and, just like the original, the only level that contains the Golden Cheep-Cheeps.
 	Unused Level 8 	A vertical level which requires the player to swim upwards to the exit. Unlike the original, this level was more worked on and even has an exit, being an empty desert room.
 	Unused Level 9 	A simple cloud level, possibly intended to be a bonus room. There's a generator hat spawns Red and Green Para-Beetles. The screen bobs up and down like in World 3-3 and exits to the standard cloud end room.
 	Unused Level 10 	A cloud bonus room. Nothing much to say here other than being just like the Original.
 	Unused Level 11 	An early version of 1-6. The major change is the lack of line following platforms (with the only two platforms going back and forth). Other than that, there are also some more enemies. Unlike the Original, there's no ground below the exit. Because of that, it's not possible to complete this level.
 	Unused Level 12 	Another early version of 1-6, but is much more incomplete. It doesn't have a goal, so the 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 	It's just like Unused Level 12, but the level is lowered 16 pixels.
 	Unused Level 14 	A strange level with no enemies or exits. The top of the screen is dotted with odd white tiles, which are possibly stars.
 	Unused Level 15 	A possible test level, with having a single Hammer Brother which contains an empty chest upon defeating it.
 	Alternate 4-5 Exit 	Unlike the original game, the wall for the pipe is missing, and the big shrub graphics are glitched out as the NES version used the outline palette for this room.
 	Original 5-1 Exit 	It's just like what it is in the final game but with the exit object being removed from this area.
== External links ==
Super Mario All-Stars on The Cutting Room Floor.
Category:Beta elements