Super Mario World (SNES)/Prototype stages

Most of these levels can be accessed using this patch:

Unused Level Intros
Three unused level intros exist, all with a No Yoshi sign that appears nowhere else in the game. These can be triggered when the GFX header of a level is equal to 2, 6, or 8.

#2 Morton's Plains
These two levels are duplicates of Donut Plains 1, referencing the same level data, the latter of the two having a glitched background and the name "#2 MORTON'S PLAINS" (an erroneous combination of the strings "#2 MORTON'S" and "PLAINS", suggesting the string table was changed). The level names are blank in the Japanese version.

The background tilemap in level 017 is the same one seen in the intro story level (0C5) and several other levels, but with the wrong graphics and palette applied.

TEST
A placeholder level that nearly all of the unused level slots point to. The first one is at, but there are far too many to list.

Vertical Slope Test
A mostly empty vertical level, probably used to test the vertical level compatible slopes.



Changing the tileset to "Underground 3" (normally unused) via Lunar Magic fixes the mountains in the background.

Ride Among the Clouds
The first level in the ROM, aside from the TEST level, suggesting that this was one of the earliest levels created. It bears a vague resemblance to level 1-4 in SMB3.

This level is notable for being the only known instance of the floating green/orange platform in the entire game. Furthermore, prior to discovering this level's sprite data, it was believed that the flying platforms from Forest Secret Area were the only platforms capable of activating the Fast BG Scroll sprite.

The pipe at the end of the stage leads nowhere. It has no screen exit assigned and isn't even set to be enterable.

Mushroom Scales
This level's sprites indicate that, earlier in development, the mushroom scale platforms weren't always placed in pairs. Furthermore, it actually uses the classic piranha plants!

Boss Test
A room with doors to each boss for testing purposes.

The doors lead to (from left to right) Bowser, Morton, Roy, Ludwig, Iggy, Larry, Reznor, Lemmy and finally Wendy. The two blocks at the start of the level contain a feather (left) and a flower (right).

Lava Cave
A complete (aside from lacking a goal sublevel) layer 2 level. The only problem seems to be its glitched lava graphics.

Twin Blocks
Two stone blocks with two hotheads and two sparkies moving around them. Probably meant to test enemies that follow walls.

Early Wendy's Castle
Early Level (top): The only early version of a level found in the final game, Wendy's Castle. This level is almost identical to the finished one, but harder. Also, there's no door at the end for some reason.

Final Level (bottom): Comparison between versions. The colors indicate which version is showing: Blue: Final ; Orange: Early ; White: Both.

Pipe 'n' Ground
A pipe and ground, the latter spanning 8 screens.

Interestingly, it uses the ground normally reserved for Ghost House exits.

Ghost House Exit
An unused ghost house exit. Like the other ghost house exit levels, it's probably supposed to use an empty layer 2 level as its background. The specified sprite data simply contains a goal bar and may actually belong to the next ghost house exit or some other level.

Cloudy Ghost House Exit
Same as above, except this one has clouds on layer 1.

Empty level
Most likely a blank layer 2 level to use in order to have a blank background.

Lonely Goal
An orphaned piece of sprite data. Contains a single secret exit goal bar at coordinates (30,23). The only known layer 1 data that matches this position is that of level, a Special World level, and levels and , both underground exit sublevels.