Development:Super Mario All-Stars (SNES)/Super Mario Bros.
This is a sub-page of Development:Super Mario All-Stars (SNES).
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The leaked source code for Super Mario All-Stars contains the source code for the SNES port of Super Mario Bros. included in the game, which was modified from the source code for the original NES version and can be found in other.7z\SFC.7z\SFC\ソースデータ\srd13-SFCマリオコレクション\export\mario-z\linkp\mario_n1.
The source code contains several things that didn't make it into the final game, such as scrapped objects and enemies, and also provides some insight into changes made during the game's development.
Contents
Internal Names
Hammer Bros.
The Hammer Bros.' internal name is "fire enemy", indicating that they were something completely different at one point in development. Concept art exists of a Bowser-like enemy that seems to have been an earlier version of both the Hammer Bros. and Bowser, which would explain this.
A fire variant of Hammer Bros., Fire Bros., would later debut in Super Mario Bros. 3.
It's also referred to as "Karugary Bros." elsewhere in the code, which appears to be an early name for it. "Karugary" appears to be a misspelling of "Karubary", a romanization of カルバリー (Karubarii), which means "Calvary" in Japanese.
Podoboo
The Podoboo's internal name is "jump from water", suggesting that it once jumped out of water instead of lava. This in itself suggests that it may have once been an aquatic enemy of some sort.
Spiny
Spiny's internal name is "fall chara -0 ( bakudan )", suggesting that it was originally a bomb enemy of some sort. Lakitu's internal name is "ship", which ties into this somewhat.
Cheep Cheep
Jumping Cheep Cheeps are referred to as "flying kame" in the source code, suggesting that they were originally flying Koopa enemies of some sort.
Scrapped Objects
Enemy Objects
These can be found in mn_hp_smenmy.asm.
ID | Description | Notes |
---|---|---|
04 | A red Koopa Troopa variant that moves faster than the regular version. | This enemy's ID was later reused for upside-down Piranha Plants in the game's sequel. |
09 | A flying enemy of some sort. | |
13 | A Spiny variant that was completely removed from the game's code. | |
19 | A bridge object that was removed from the code at some point. | |
23 | A lift variant that moves counterclockwise in a circle. | Linked here is a video showing this object in action. |
Level Objects
These can be found in mn_hp_smmain.asm.
Description | Notes |
---|---|
Unknown; labelled as a "block break switch" in the code. | This object seems to have been removed from the game. |
A ? Block containing a vine. | This ? Block variant and the ones below don't exist in the final game. |
A ? Block containing a Super Star. | |
A ? block containing multiple coins. | |
A ? Block containing a 1-Up Mushroom. |
Scrapped Enemy Behavior
Red Koopa Troopa
The red Koopa Troopa has commented-out code for turning into sprite 04 after being jumped on and coming out of its shell, similarly to how Shellcreepers behave in Mario Bros.
Early Level Order
mn_hp_smfrdt.asm contains data listings for the various levels in the game. These listings contain several oddities indicating that the level order was slightly different at one point in development:
- The third levels of Worlds 2 and 3 are strangely listed as belonging to the opposite world, possibly indicating that they were switched at some point in development. World 3-2 is also listed as being World 2-2's harder counterpart elsewhere in the listings, rather than World 7-2. The unused level pointer for 2-2 might be a remnant of this.
- World 6-3 was originally a harder version of World 4-3, but was made into a unique level later on. No data for this version of the level seems to exist.
- World 5-1 was once a completely different level, with World 7-1 being its harder counterpart. This level was later replaced, but its counterpart remained. This might help explain why World 5-1 is the only first level of a world in the final game to erroneously feature a small castle at the beginning as opposed to a big one. Notably, the original level still exists in the final game, though it can't be accessed normally.
- Relating to the above, World 5-2 seems to have also been 5-1 at one point, before later being pushed forward to accommodate the new level.
- World 8-3 might have been added to the game late in development, as it's listed out-of-order in the second listing, being placed before the other levels, and is also the only overworld level to not have a world and level number in the first listing.