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Development:Super Mario All-Stars (SNES)/Super Mario Bros.

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This is a sub-page of Development:Super Mario All-Stars (SNES).

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • There may be some stuff that hasn't been documented yet.
  • The Hammer Bro., Lakitu, Blooper and the jumping and swimming Cheep Cheep have code that's commented out. Try to reimplement this code and see what it does.
  • There are a few unused item blocks. Do these exist in the final game? If not, put them here.

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 seems to have been based off of the source code for the original NES version.

This 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.

Internal Names

Hammer Bro.

The Hammer Bro's internal name is "fire enemy", suggesting that it was 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 the Hammer Bros., 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 "Karubari", the Hepburn romanization of カルバリー, 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.

Fire Mario is also referred to as "Water Mario" in the source code.

Spiny

Spiny's internal name is "fall chara -0 ( bakudan )", suggesting that it was originally a bomb enemy of some sort.

Cheep Cheep

The Cheep Cheep is referred to as "flying kame" in the source code, suggesting that it was originally a flying Koopa enemy of some sort.

Scrapped Sprites

Hmmm...
To do:
  • Some of sprite $04's code might still be intact in the final game. Investigate this.

Sprite ID $04

Enemy object 04 is a scrapped version of the red Koopa Troopa that moves faster. Its internal name is a string of 25 question marks, and its original name was "turn hi speed".

Interestingly, the used red Koopa Troopa has code for turning into it after being jumped on that was commented out.

Sprite ID $09

Enemy object 09 is a scrapped enemy that has unique code that was completely commented out, with the exception of a piece of code relating to its size. Its internal name is "??? <-- dammy ???", which appears to be a misspelling of "dummy". It shares this name with 19 and 23, though their original names are still present in the code. Its original name was "fly green", suggesting that it's either an early green Paratroopa or a Fighter Fly from Mario Bros.

Like object 01, this enemy is present in the final game. It's a green Paratroopa that's completely stationary. It turns into sprite 01 after being jumped on, because the function that handles demoting paratroopas does not take into account the unused enemy type.

Sprite ID $13

Enemy object 13 is another scrapped enemy with commented-out code. Its internal name is "-1 ( bakudan )", revealing it to be a scrapped version of the Spiny. Based off what the other variants of existing enemies are, it was most likely a green Spiny that behaved differently from the red ones in some way. Green variants of Spinies would later debut in Super Mario Bros. 3.

Unfortunately, its movement code is not present in the source code, so it's unknown how it would've behaved.

Sprite ID $19

Object 19 is a scrapped object. Its internal name is "bridge", suggesting that it's a scrapped bridge object.

Unfortunately, its code no longer seems to exist.

Sprite ID $1A

Hmmm...
To do:
  • What is this thing?
  • Is this present in the final game?

Object 1A is a mysterious, possibly-scrapped object. Its internal name is simply a string of 19 question marks. Its graphical data was overwritten with part of the Bowser sprite, but what remains in the source code is prefixed with "mush enemy", suggesting it was an early attempt at a Goomba.

Sprite ID $23

Object 23 is another scrapped object. Its internal name is "loop elevator". Restoring its code reveals it to be a scrapped lift variant that moves in a circular motion.

Sprite ID $33

Hmmm...
To do:
According to the disassembly of the final game, object 33 is a bullet bill fired from a cannon

Enemy object 33 is another scrapped enemy. Its internal name is "gun shell", suggesting that it's a scrapped Koopa enemy, possibly the scrapped Cannon Koopa enemy seen in an interview.

Like sprites 13 and 19, its code no longer exists.

Scrapped Enemy Behavior

Hmmm...
To do:
  • Investigate the code for the other enemies.

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. This is very similar to how Shellcreepers act in Mario Bros.

Hammer Bro.

The Hammer Bro. has some commented-out code. It's currently unknown what it does.

Blooper

The Blooper has commented-out code. It's currently unknown what it does.

Lakitu

Lakitu has code that was commented out. It seems to have something to do with throwing Spinies.

Cheep Cheep

Jumping and swimming Cheep Cheeps both have huge chunks of commented-out code. It's currently unknown what they do, but how much of it there is suggests that the Cheep Cheep's movement routines were originally significantly more complicated than they are in the final game.