スーパーマリオブラザーズ3
スーパーマリオブラザーズ3 |
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開発元:
Nintendo このゲームには、以下の要素が含まれています。 未使用のエリア |
スーパーマリオブラザーズ3 とは、今までにもっともよく売れたゲームソフトの一つであり、それにはまっとうな理由がある。そして、その中に隠された未使用な物もまた豊富にある。
Super Mario Bros. 3 is one of the best-selling games of all time, and with good reason. It was a huge improvement over Super Mario Bros., with new powerups, more levels, Toad Houses, new mechanics, and so much more.
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サブページ
未使用なコース 改造でしか入れない16コース。 |
未使用なグラフィック ここにたくさん詰められている。 |
バージョンによる違い "Miss twice and your out!" |
未完成のボーナスゲーム ROMのなかにボーナスゲームが残っていた。 |
開発者のデバッグの残り物
このゲームにはいくつかデバッグ機能が残っている。しかし、いずれもチート機能や改造などを行わなければ利用することができない。
タイトル画面で:
- 上 か 下 を押すと始めるワールドを選択できる。
- A を押すとライフ数を5ずつ増やせる(ボタンを押すごとにタイルが変わる)。
- コントローラ2のA + B + 下 を押すとゲームの終わりのピーチの室にワープする。
- A + B + 右 を押すと最後のカーテンまでワープする。
ゲームを始めると、アイテムボックスはすべてのアイテム一つずつともう一つワープの笛で埋まっていて、残りのスロットはパタパタの羽で埋められているだろう。ゲーム中、:
- コントローラ1の Select を押すとマリオのすべての状態が巡る。
- A / B + Select を押すとマリオがクリボーの靴を履くようになる(いくつかのステージではめちゃくちゃなグラフィックになるかもしれないが、正常にうごく)
加えて、時間制限がなくなる – タイマーは作動はするが、時間が切れてもマリオは死ななくなる。
The menu shown in the picture was found elsewhere in the ROM and hacked into the title screen; it doesn't appear if you use the Game Genie code by itself. Apply this IPS patch to a Super Mario Bros. 3 ROM to see it for yourself.
Originally, it appears that this menu would have been accessible from the "1 PLAYER" / "2 PLAYER" selection menu if player 2 was holding A + B. It is also possible that this served some other purpose, but the above menu would be the most likely candidate. See Disassembly source for PRG bank #24, search for "Title_Do1P2PMenu:" Interestingly, the button check is still there but the action it was supposed to perform was overwritten with a series of NOP (no operation) instructions, likely done just before release.
Disconnected Debug Leftovers
Even if you enable the debug mode above, there are a couple of leftover routines that remain inaccessible. These routines do not seem to pay attention to the aforementioned debug flag, so either the check is simply lost to time or these routines were hardwired to always work. The latter would make sense why they are disconnected from the source.
- Free Movement Mode - Unclear how this would be accessed, but would allow you to use the D-Pad to move around the level (see disassembly source for PRG bank #0, search for "$C3EA").
- Toggled Invincibility - Pressing Select would toggle whether you were completely invulnerable (see disassembly source for PRG bank #0, search for "$C91B"; this behavior could be easily restored by retargeting the JMP instruction or moving the Objects_HandleScrollAndUpdate label since this method would fall through into normal game code).
未使用の二人用ステージ
4番目の2人用ステージで、コインが大きく、未使用なブロックグラフィックを使用します。コインが回収されると、間違ったタイルがその場所に表示されてしまいます。事実、このステージに関連するコードは、期限切れのタイマを起動し、マリオがマッチを失ったと判断します。おそらく、ほとんどのコインを集めたプレイヤーが勝つはずなのだが、これを処理するコードはROMに存在しない。
In a 2P Vs. match, there is unused game code which causes a player to respawn when they die. They will respawn flashing and invincible until the player moves them. This behavior can be restored using Game Genie code ATUZPKOZ...which as a side effect also breaks logic for exiting after enough points have been earned.
未使用のオブジェクト
オブジェクト 00
Bank ID: ??
オブジェクトID: 00
プレーヤーがそれに触れているときに、プレーヤーの入力に基づいて動かす(ある速度まで)ようにするコードを持っています。これがこれまでに果たした目的は不明です。衝突をテストするために使われたかもしれません。
オブジェクト02
Bank ID: ??
オブジェクトID: 02
これは、プレイヤーが2つの同じタイルに立っていない場合、その初期化ルーチンによって破壊されます。そうでない場合は、プレイヤーのy座標+32(おおよそプレイヤーの足元)に一致する垂直高さで開始します。
非常に奇妙なオブジェクトで、実際にこのオブジェクトを構成するタイルはROMにはありませんが、タイル B0-BFを使用することになっていました。それは初期化時にプレーヤに面しています。 マリオまたはルイージがこのオブジェクトに衝突すると、Micro-Goomba(クッパJr?)のように彼に固執し、決して動きませんが、動きを妨げることはありません。それはクッパシェルまたはハンマーで殺すことができます。
Another weird sprite. The tiles that actually make up this object are no longer in the ROM, but it was supposed to use tiles A0-A7. This object walks around like a normal enemy. At a certain point in its walk cycle, it will jump up to Mario/Luigi's Y position and then fall back down.
Interestingly, walking into it will bounce Mario/Luigi in the opposite direction. The only way to get damaged by this object is to let it fall on you. It can be destroyed with a Koopa shell or Hammer.
オブジェクト0A
Bank ID: 00
オブジェクトID: 0A
注: This is the best fit for this object's graphics, but it may not be correct.
A simple stationary object that can be "pushed" by Mario/Luigi. Its collision detection doesn't seem to be complete, though, since it can be pushed into walls.
Object 1C
Bank ID: ??
Object ID: 1C
Probably the most perplexing object, this causes something to fly off towards the player, out into the sky, leaving a mushroom gliding along where it spawned. This might have been like the bushes in Super Mario World where you run by them and a mushroom pops out, though the functionality is not nearly complete enough to be used that way.
Card Objects
Bank ID: 00
Object ID: 21 (Mushroom), 22 (Fire Flower), 23 (Star)
Stationary object versions of the cards found at the end of each level! Collecting them will add the appropriate card to your inventory, but there's nothing in this object's code to handle when the card collected is the third card.
Getting to the goal with three of the same card won't trigger the 1-Up bonus. You still have to get the appropriate third card from the goal.
Peculiarly, this object calls a subroutine coined "Object_MoveAndReboundOffWall" (which would be a great function for just about every ground troop in the game, but only this object actually calls it), even though the object never moves.
Tan Cheep-Cheep
Bank ID: 00
Object ID: 88 (Single), D2 (Trio)
This Cheep-Cheep variant only appears in the seventh unused level. In that level, they always show up in groups of three (though sprite overload often keeps at least one from appearing), but a single enemy version is in the code.
It swims across the screen in a strange wavy pattern and is considerably faster than the standard red or green varieties.
Green Para-Beetle
Object ID: N/A
This can only be spawned with the Para-Beetle Swarm object (see below). It flies faster than the Red Para-Beetle, but otherwise there's no difference between the two.
Bouncing Object
Bank ID: ??
Object ID: B3
A peculiar object that basically behaves similar to a Spiny Egg, but has glitched graphics. It can also curiously be "bounced" by a bounce block to turn around. Purpose unknown, maybe it was a rolling spike ball or something of that sort?
Para-Beetle Swarm
Bank ID: 00
Object ID: B7
A control object that will spawn Green and Red Para-Beetles on the left and right sides of the screen. It's used in the ninth and tenth unused levels.
未使用のステージ用パレット
Some level types have unused palettes. Not many, though.
洞窟
Fortress palette #2 is a green version of the standard fortress color scheme.
大きい敵
Giant stage palette #2 uses shades of gray with blue water.
平原
Plains palette #1, featuring a sky with a pinkish hue.
Palette 2 (使用) | Palette 6 (未使用) |
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Palette #6 is nearly identical to the used Palette #2. The only difference is that the blue rectangles are blue-green.
Hidden Objects
There are a few stages with objects or scenery hidden behind other objects, possible remnants of older level designs.
隠されているタイル | ゲームでの表示 |
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World 4-1の滝の後ろには、単一のレンガが隠されています。
隠されているタイル | ゲームでの表示 |
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World 5-2の最初の斜面の後ろに雲が現れます。
Oddities
Toad Suit
For some reason, the Hammer Suit item that pops out of large ? Blocks appears to actually be... a Toad Suit? The other items stored next to it, the Frog and Tanooki Suits, actually match their inventory sprites, so why this one is different is a complete mystery. Though it was fixed in the SNES and GBA remakes.
Jelectro Coins
Hitting a P-Switch in a level with Jelectros will cause them to turn into silver coins. However, the effect is purely visual, and Mario/Luigi will still get hurt if he tries to collect one. The oddly was fixed in the SNES and GBA remakes.
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