Super Mario Maker, like LittleBigPlanet, puts
level creation tools in the hands of players, but what tools aren't given to you? Hello and welcome to 'The Cut Content Of',
a show where we try to find content that you aren't able to see in some amazing games! This Wii U exclusive, for the first time ever,
allows you to make your own Mario levels, but Nintendo made a lot of changes before
finally giving people such power. Our first glimpse at Super Mario Maker was
at E3 2014, so let's first take a look at what stuff was cut from the game between this
and the final release. At this point, the game was only called "Mario
Maker". The logo and title screen also looked much
more like what you'd see in Mario Paint. For the Super Mario Bros. style, everything
looks different in this version, with gradients everywhere and much harsher shading. The textures look shinier and the coins even
give out little sparkles when collected, like in the New Super Mario Bros. U style. No sign can be seen at the start of a level. The grid, while still the same size in the
final version, is much more pronounced and even visible during play mode. In the background, the hills are much greener
and the clouds blend in more with the colour of the sky. The trampoline is slightly smaller, too. When you beat a level in this E3 version,
a voice says "Congratulations!" and the timer doesn't stop to count down. In fact, the timer carries on even during
edit mode, but this was likely only for the demo as, when only 60 seconds are left, a
message would appear to tell you that you've only got a minute left of the demo. The timer also uses the word "TIME" for this
demo, like in the original Super Mario Bros., but the final game uses a symbol. It starts at 999 in this version, too, impossible
in the final game. When beating a level, on-screen enemies will
play a different animation while they disappear. The level editor changed dramatically between
these two versions as well. To place items in question mark blocks, you'd
originally use a specific block for each item, that would disguise itself when playing the
game, but, in the final game, a normal question mark block can store whatever you like. All the icons are more pixelated, and the
reset button isn't the Reset Rocket, but instead it's just a trash can. The eraser doesn't have eyes, either. Coursebot is nowhere to be seen in this version. The hand is also pixel art, using its sprite
from Mario Paint. The Undodog uses its Mario Paint version,
too. The stylus is grey when placing objects, but
can only be white or black in the final game. At the bottom of the screen, there aren't
the letters S and G, but instead there's a sprite for the castle, and no S. However,
some scenes in the trailer do show an S, as this was likely a different build. The build without an S has a circle with a
white arrow when picking the direction a platform will move and has a closed eye instead of
the button with Mario on it, down in the bottom left. This slider also has a blue colour to it,
instead of being grey. The items at the top of the screen have more
square slots and some of them have different icons, specifically the Koopa Troopas, Hammer
Bros., and Pirhana Plants. Also, ground is shown in blocks of four. When you're placing objects, the voice that
says what you're placing says it every time it moves on the grid (trampoline, trampoline),
but the final version has it only do this when you actually place the object down (trampoline). In this version, Pipes could be placed over
the top of the ground. The only accessible styles are New Super Mario
Bros. U and Super Mario Bros., and you can swap between the two with this string. When you do switch styles, everything flips
over horizontally, rather than diagonally. Mario doesn't have any transitions between
his animations, making his movement a little weird. The trailer shows that, when Mario picks up
the Weird Mushroom, he goes skinny, but in the final version, he has entirely new sprites. Later that year, at The Game Awards, a trailer
was shown, that is very similar to the final game, showing new themes, game styles, and
objects. Ground tiles, however, have an unfinished
icon, and, even though the HUD icons are no longer pixel art, there still is no Reset
Rocket or Coursebot. The transition between styles is a bit weird
in this trailer, as the sprites flip, but don't switch styles until after the animation
is finished. The starting arrow has a shadow in this trailer. It also looks different for some themes. E3 2015 had a new demo of the game and a new
trailer showing the release date. Coursebot and the Reset Rocket are finally
here, but the rocket is slightly taller than the final version. The eraser still has no eyes, though. The front of Mario's face changed slightly
between this demo and the final version as well, and these buttons are bigger in the
final game. That's it for pre-release content that was
cut, but let's look at what Nintendo left behind on the disc. Loads of early Splatoon clothing items, weapons,
and icons were left in this game's files, but we'll be saving those for a Splatoon episode. "Big Steely", a large iron ball from Super
Mario World, has a sprite in the files for the Super Mario Bros. style, but doesn't get
used at all. There's also a teardrop for the Clown Car
that's never seen. Speaking of the Clown Car, when picking up
a Big Mushroom placed with the 30th Anniversary Amiibo, the Clown Car gets a moustache, but
in the files we can see a few unused sprites for a Mario styled version of the Clown Car
that goes unused. Also, there's a recoloured Goomba for when
using the Underground theme, with no a moustache but no Mario hat. This does show that Goombas were originally
going to be a different colour when underground, like in the original NES game. There's even an unused version of Bowser Jr.
for when the player has a Big Mushroom. The sprite for Luigi being launched from a
cannon has an unused version as well. Stretch has a set of different sprites that
go unused, with a completely different design. There are also other cut Stretch sprites for
the Super Mario Bros. 3 style and the Super Mario World style. A smaller sprite for Toad can be found with
Super Mario Bros. sprites as well. The Super Mario Bros. 3 style of Mario has
some unused sprites for ground pounding, which isn't possible in the game without hacking. He's also got sprites called "wall_kick",
possibly meaning wall jumping would've been possible in the older game styles at some
point in development. In the Super Mario World style's files, there
are testing sprites for Mario, in red with white crosses on. The Clown Car has simpler shading in an unused
version of the "hurt" sprites. For the New Super Mario Bros. U style, there's
a falling animation for Hammer Bros but the actual game just spins them when they are
defeated. All game styles have unused Pink Coins, which
look like recoloured versions of the normal coins, but the final has a key on them instead. An early gameplay video accidentally showed
a placeholder icon for a level, before the actual icon showed up when scrolling back
up. Some similar icons can be seen in the final
game's files, saying "Sample" instead of "Dummy", however. Nikki from Swapnote appears in a normal jpg
file unseen in the game, originating from Wii U Development Software. A debugging font was left in the files as
well. The icons from the E3 2014 trailer and demo
can be found in some "Test" files. Also, the early goal pole is in with the Super
Mario Bros. game style files. 5 unused Mario costumes are referenced in
the files, but without any actual sprites. There's "GoldenRetri", possibly a Nintendogs
costume, "MarioUs", meaning Mario from the US version
of Super Mario Bros. 2, "Muncher", the black Pirhana Plant first seen
in Super Mario Bros. 3, "Tetris", which is pretty self-explanatory,
and the weirdest of all, "WindowsLogo". "MarioUs" still has its sound effects, which
are: (sound effects) The Arcade Bunny from Nintendo Badge Arcade
has an early version of its "appeal" sound effect, which sounds like this:
(high-pitched gibberish) The final version is much lower pitch:
(low-pitched gibberish) Just over a year after Super Mario Maker released
for Wii U, a port for the 3DS was released. It's only got a bit of interesting cut content. Mystery Mushrooms were cut from this port,
but there are some new references to cut costumes, including:
"GoldenRetri", the Nintendogs costume mentioned earlier,
"RayMan", probably Rayman from Rayman, "Roy", either Roy from Fire Emblem or the
Koopa Kid, and "Ryu" from Street Fighter. The Locked Door has some sprites that look
completely different, and the lock stays on it when it's opened. Thanks for watching! We've recently launched some new merch, which
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