Switch Card

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The title of this article is official, but it comes from a non-English source. If an acceptable English source is found, then the article should be moved to its appropriate title.

Switch Cards (スイッチカード) are a type of e-Reader cards for Super Mario Advance 4: Super Mario Bros. 3. Upon scanning, these cards make massive changes to gameplay. Out of the seven released Switch Cards, only two of them were released outside of Japan, the Orange Switch and Blue Green Switch. In total, there are fifteen e-Switch[1] effects, five of which are unused. Said effects also have unused pop-up icons that were supposed to appear on the Game Boy Advance screen when said effect was activated.

Unlike the e-Reader levels, these features were left out of the game's re-release in the Wii U Virtual Console and Game Boy Advance - Nintendo Switch Online.

List of switches[edit]

  • The Orange Switch, designated X2, when activated, makes Fire Mario's fireballs turn non-boss enemies into coins, like in Super Mario World.
  • The Blue Green Switch, designated X3, when activated, makes grass with turnips appear throughout the main game, which Mario could pluck and throw at enemies, like in Super Mario Bros. 2. It is permanently on in World-e.
  • The blue switch, designated X1, when activated, changes most 1-Up Mushrooms in the game into 3-Up Moons, allowing the player to accumulate extra lives much faster.
  • The yellow switch, designated X4, when activated, gives Luigi his scuttle ability from Super Mario Bros. 2 in the main game, and makes his fireballs bounce higher, like in Super Mario World: Super Mario Advance 2. It is permanently on in World-e.
  • The green switch, designated X5, when activated, causes every World-e level to have a slow timer countdown and music for the first 50 counts of the timer, giving the player more time to complete each level. Once this effect expires, a coin sound effect is played, and both the timer and the music go back to normal speed.
  • The cyan switch, designated X6, when activated, cuts the Power Meter in World-e from six steps into just three, making it much easier to run across stages and fly with Raccoon or Tanooki Mario.
  • The red switch, designated X7, when activated, replaces most of the enemies in the game with more difficult ones, doubles any points gained and the bosses' health, and makes Mario go directly from any fully powered-up form to Small Mario, rather than to Super Mario whenever he gets hit, as in the Famicom version of Super Mario Bros. 3. In the game's code, these are four separate effects, meaning that through the use of a cheat device, one could activate one effect without activating the others.

Pre-release and unused content[edit]

  • There was going to be an effect that caused point combos from defeating multiple enemies continuously would start at 4000 points. This would mean that the player would start earning extra lives starting from the third enemy.
  • There was going to be an effect that caused any block that contained a 1-Up Mushroom to contain three 1-Up Mushrooms instead.
  • There was going to be an effect that saved Mario the first two times he fell into a pit during a level. The first time, a two-block-wide platform would carry Mario back up; the second time, just one block would carry him. Afterwards, Mario would lose a life like usual.
  • There was going to be an effect that dropped a random power-up during a level if Mario was hit by an enemy, similar to Super Mario World.
  • There was going to be an effect that caused any recorded demos to show off Luigi instead of Mario.

References[edit]

  1. ^ Hodgson, David S J. (October 21, 2003). Super Mario Advance 4: Super Mario Bros. 3 Prima's Official Strategy Guide. Prima Games (American English). ISBN 0-7615-4425-9. Page 117.