If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Development:Super Mario World (SNES)/Background Graphics and Tilemaps/Credits

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Development:Super Mario World (SNES)/Background Graphics and Tilemaps.

There are quite a bunch of tilemaps devoted to laying out both the staff roll at the end of the game and the enemy cast list.

End of Game

Japanese Version

Two tilemaps exist that cover the text that appears on screen just after rescuing Princess Peach. Both of these pieces of text differ from the final version!

ending-obj-moji.SCR

02 September 1990 21:35

ending-obj-moji-new.SCR

07 September 1990 17:14

Final Version
SMWleak v-ram-mode-7-final-kuppa.png SMWleak ending-obj-moji-new.png SMWfinal end-of-game.png
And so Princess Peach was
safely rescued. Next, with
Yoshi's friends in tow, Mario
and co. hurried to Yoshi's
Island, where all the
islanders were waiting.
The same as the final version, but one of the letters in the word 'again' is replaced by a star symbol.
With that, Mario's adventure
is over. He joins Yoshi's
friends and his fun vacation
with Peach begins anew....

The first tilemap includes the entire a copy of the entire graphics bank below the placement of the text, probably to make it easier to lay out the text. It's also four rows long instead of three in later versions. The second tilemap has one character that is a star from the graphics bank.

International Version

ending-OBJ-NES.SCR holds the English version of this screen, and has no changes between this version and the final. However, the graphics data (v-ram-mode-7-final-kuppa-NES.CGX) that supplies this tilemap includes the entire alphabet for both the uppercase and lowercase versions, as well as a few symbols!

ending-OBJ-NES.SCR: 07 December 1990 16:43

v-ram-mode-7-final-kuppa-NES.CGX: 07 December 1990 15:01

SMWleak v-ram-mode-7-final-kuppa-NES.png

Interestingly, the way the text and symbols are laid out perfectly matches the font used for the message boxes and level titles!

Staff Roll

These tilemaps give much insight into the process of creating the staff roll for the credits.

all-staff.SCR

This tilemap seems to merely lay out the role of each staff member for the game. Many of the differences between this first tilemap and the one in the final game are retained in later leaked tilemaps.

17 August 1990 18:15

SMWleak all-staff.png

The differences between the naming conventions in this tilemap and the final are:

  • The words "produser," "editer," and "directer" are spelled incorrectly, with an e as the final vowel instead of an o.
  • Hideki Konno's name is differently romanized in the final version as "Hidequi Konno."
  • Shigefumi Hino is credited as "Graphic Designer" instead of "C.G. Designer" in the final game.
  • Tatsunori Takakura is credited as "Satoru Takakura."
  • Yoshihiro Nomoto is credited as "Otsu Nomoto."
  • The special thanks section is titled "Thanks For" as opposed to "Special Thanks To" in the final game.
  • Takao Shimizu is credited as "Takaochan."

2bit-staff-roll.SCR

2bit-staff-roll.SCR and 2bit-staff-roll-komoji.SCR, two identical tilemaps, contain the first laid out staff roll graphics.

21 August 1990 11:51

SMWleak 2bit-staff-roll.png

Compared to the final version, this one doesn't use special palettes for the developers' positions on the team, instead using white for everything. Additionally, the small 8x8 text is used for the names instead of 16x8 tall letters in the final game. Additionally, Miyamoto's and Yamauchi's names are present at the beginning of the staff roll instead of at the very end, with Miyamoto's title in red instead of green. Koji Kondo is credited before Shigefumi Hino; this is flipped in the final versions.

2bit-staff-roll-ohmoji.SCR

22 August 1990 19:31

SMWleak 2bit-staff-roll-ohmoji.png

These credits look quite similar to the final, using palettes for the names and a two-tall for the names. It also contains the entire alphabet written out in both font sizes beyond the last developer's name. Also "Back Ground Programer" has been made plural, though other positions with multiple people involved have not been pluralized and this change was reverted for the final.

2bit-staff-roll-typography.SCR

2bit-staff-roll-typography.SCR and 2bit-staff-roll-typography-nami.SCR are two very strange tilemaps. Instead of using just the 8x8 font or just the 16x16 font for the developers' names, these tilemaps use both, and which letters are "capitalized" is not even consistent between the two tilemaps. Very strange, indeed.

2bit-staff-roll-typography.SCR

23 August 1990 00:39

2bit-staff-roll-typography-nami.SCR

23 August 1990 14:35

SMWleak 2bit-staff-roll-typography.png SMWleak 2bit-staff-roll-typography-nami.png

Besides the differences in capitalization, the nami version has greater spacing.

2bit-staff-roll-new.SCR

2bit-staff-roll-new.SCR and 2bit-staff-roll-new-1.SCR take the concept of completely unreadable capitalization and furthers it with yet another two tilesets that do this. The "1" version is the second page, as the first page is offset by a quarter like in the final version, presumably to delay the start of the credits appearing on the screen.

2bit-staff-roll-new.SCR (page 1)

24 August 1990 18:24

2bit-staff-roll-new-1.SCR (page 2)

24 August 1990 18:23

SMWleak 2bit-staff-roll-new.png SMWleak 2bit-staff-roll-new-1.png

Information about the "Produser" and "Executive Produser" have been moved to the end of the credits like in the final game, but Miyamoto's name is included a second time between Koji Kondo and Shigefumi Hino, because he was just that important to Super Mario World.

2bit-staff-roll-new-big.SCR

This version of the credits is nearly the final Japanese version with some spelling mistakes and alignment issues still persisting.

2bit-staff-roll-new-big.SCR (page 1)

03 September 1990 13:13

2bit-staff-roll-new-1-big.SCR (page 2)

03 September 1990 13:12

SMWleak 2bit-staff-roll-new-big.png SMWleak 2bit-staff-roll-new-1-big.png

International Localization

Two versions of the credits exist for the purpose of the English localization of the game.

2bit-staff-roll-NES-0.SCR and 2bit-staff-roll-NES-1.SCR show many of the changes to the developers' titles that occur between the Japanese and International versions, as well of the addition of localizer Dayv Brooks (misspelled Dayv Brocks!).

2bit-staff-roll-NES-0.SCR (page 1)

17 December 1990 19:51

2bit-staff-roll-NES-1.SCR (page 2)

17 December 1990 19:51

SMWleak 2bit-staff-roll-NES-0.png SMWleak 2bit-staff-roll-NES-1.png

As in earlier version of the Japanese credits, Hideki Konno's name is still romanized differently, and "Produser" is still spelled incorrectly. Koji Kondo and Shigefumi Hino's names are still flipped. This is the only version of the tilemap where Miyamoto's title is written in green.

2bit-staff-roll-NES-0-LINE.SCR and 2bit-staff-roll-NES-1-LINE.SCR attempt to center the names of the developers by lining up the spaces between first name and last name vertically.

2bit-staff-roll-NES-0-LINE.SCR (page 1)

07 December 1990 16:42

2bit-staff-roll-NES-1-LINE.SCR (page 2)

13 December 1990 14:06

SMWleak 2bit-staff-roll-NES-0-LINE.png SMWleak 2bit-staff-roll-NES-1-LINE.png

Enemy Cast List

A lot of information about scrapped names and other text are located outside the standard "window" resolution of the SNES, giving insight to possible alternate names for the enemies in both the Japanese and International versions of the game.

Japanese Version

Japan Early Japan Relevant File International
Para Bom Para-Bom 2bit-ending-TEKI-W.SCR*

28 August 1990 22:16

Para-Bomb
Para Kuri Para-Kuri Para-Goomba
Fishing Jugem Fishing-Jugem Fishin' Lakitu
Jugem Same as final Lakitu
Togezo Same as final Spiny
Bomhei Same as final Bob-omb
Hanachan Same as final Wiggler
Appare Unknown Amazing Flyin' Hammer Brother
Mantogame Super Koopa
P-Pakkun Jumping Piranha Plant
Ponkey Volcano Lotus
Bul Chargin' Chuck
K.K. Same as final 2bit-ending-TEKI-1D-1.SCR

26 August 1990 12:56

Sumo Brother
Sanbo Same as final Pokey
Choropoo Same as final Monty Mole
Killer Same as final Bullet Bill
Dorabon Same as final 2bit-ending-TEKI-big-killer.SCR

28 August 1990 22:20

Rex
Indy Same as final Mega Mole
Magnum Killer Same as final Banzai Bill
Raita Same as final 2bit-ending-TEKI-nakagon.SCR

28 August 1990 20:33

Dino-Rhino
Chibi Raita Same as final Dino-Torch
Noko Noko Same as final Koopas
Togemet Same as final 2bit-ending-TEKI-chika.SCR

28 August 1990 20:54

Spike Top
Basa Basa Same as final Swoopers
Met Same as final Buzzy Beetle
Unbaba Same as final Blargg
Buku Buku Buku-Buku 2bit-ending-TEKI-sea.SCR

28 August 1990 21:23

Blurps
Fugumannen Same as final Porcu-Puffer
Unira Same as final Urchin
Gooska Same as final Rip Van Fish
Torpedo Same as final Torpedo Ted
Telesa Same as final 2bit-ending-TEKI-ghost.SCR

26 August 1990 20:14

"Boo" Buddies
Spook Fishing Telesa Fishin' Boo
Atomic Telesa Same as final The Big "Boo"
Telesauls Same as final Eeries
Karon Same as final 2bit-ending-TEKI-shiro.SCR

26 August 1990 22:42

Dry Bones
Keseran Same as final Lil Sparky
Hone Met Same as final Bony Beetle
Pasaran Same as final Hothead
Dosun Same as final Thwomp
Coton Pochon Thwimp
Guru Guru Gulu-Gulu 2bit-ending-TEKI-shiro-2.SCR

28 August 1990 22:03

Ball 'N' Chain
Gari Gari Gari-Gari Grinder
Fish Bone Same as final Fishbone
Buibui Same as final 2bit-ending-TEKI-kaiten-boss.SCR

27 August 1990 11:21

Reznor
Meka Koopa Mechakoops 2bit-ending-TEKI-meka-kuppa.SCR

14 December 1990 11:16

Mechakoopas
Morton Same as final 2bit-ending-TEKI-kuppa-family.SCR

30 August 1990 20:55

Morton Koopa Jr.
Lemmy Same as final Lemmy Koopa
Iggy Same as final Iggy Koopa
Ludwig Same as final Ludwig Von Koopa
Larry Same as final Larry Koopa
Wendy Same as final Wendy O. Koopa
Roy Same as final Roy Koopa
Koopa Kuppa Bowser

* Also found in 2bit-ending-chijo-W.SCR.

† The tilemap for this should be 2bit-ending-TEKI-1D-0.SCR, however it has been erroneously overwritten with data for the English localization.


Within the various tilemap files mentioned above for use laying out the Japanese credits, enemy names are also written outside the viewable window of the SNES. While many are on this list, there are some versions of the enemies' names that are similar, and others that don't show up at all. In no particular order:

  • P-Hat
  • Fire Dragon
  • Manta
  • Bat Boy
  • Magnam-Killer
  • Soukun
  • Munya Munya
  • Chiku Chiku
  • Water Killer
  • Iggy Koopa
  • Morton Kuppa Jr.
  • Kuppa Wendy

English Localization

The early English localization is mostly the same as the final, the most notable differences being the Koopalings lacking their last names and the names of the "Boo" Buddies and The Big "Boo", which were originally puns on famous musician Bo Diddley and former professional baseball/American football player Bo Jackson, respectively. "Boo" Diddly was also the name given to the boos in the English Super Mario Bros. 3 manual.

International Early International Relevant File
Para-Bomb Same as final 2bit-ending-TEKI-W-NES.SCR

13 December 1990 16:13

Para-Goomba Same as final
Fishin' Lakitu Same as final
Lakitu Same as final
Spiny Same as final
Bob-omb Same as final
Wiggler Same as final
Amazing Flyin' Hammer Brother Same as final 2bit-ending-TEKI-1D-0-NES.SCR

13 December 1990 15:16

Super Koopa Same as final
Jumping Piranha Plant Same as final
Volcano Lotus Same as final
Chargin' Chuck Same as final
Sumo Brother Same as final 2bit-ending-TEKI-1D-1-NES.SCR

13 December 1990 15:01

Pokey Same as final
Monty Mole Same as final
Bullet Bill Same as final
Rex Same as final 2bit-ending-TEKI-big-killer-NES.SCR

13 December 1990 16:35

Mega Mole Same as final
Banzai Bill Same as final
Dino-Rhino Same as final 2bit-ending-TEKI-nakagon-NES.SCR

13 December 1990 16:55

Dino-Torch Same as final
Koopas Same as final
Spike Top Same as final 2bit-ending-TEKI-chika-NES.SCR

14 December 1990 11:00

Swoopers Same as final
Buzzy Beetle Same as final
Blargg Same as final
Blurps Same as final 2bit-ending-TEKI-sea-NES.SCR

14 December 1990 10:11

Porcu-Puffer Same as final
Urchin Same as final
Rip Van Fish Same as final
Torpedo Ted Same as final
"Boo" Buddies "Boo" Diddly 2bit-ending-TEKI-ghost-NES.SCR

13 December 1990 17:20

Fishin' Boo Same as final
The Big "Boo" "Boo" Jackson
Eeries Same as final
Dry Bones Same as final 2bit-ending-TEKI-shiro-NES.SCR

14 December 1990 11:33

Lil Sparky Same as final
Bony Beetle Same as final
Hothead Same as final
Thwomp Same as final
Thwimp Same as final
Ball 'N' Chain Ball "N" Chain 2bit-ending-TEKI-shiro-2-NES.SCR

14 December 1990 11:47

Grinder Same as final
Fishbone Same as final
Reznor Unknown Unknown
Mechakoopas Same as final 2bit-ending-TEKI-meka-kuppa-NES.SCR

14 December 1990 11:19

Morton Koopa Jr. Morton 2bit-ending-TEKI-kuppa-family-NES.SCR

02 April 1991 14:21

Lemmy Koopa Lemmy
Iggy Koopa Iggy
Ludwig Von Koopa Ludwig
Larry Koopa Larry
Wendy O. Koopa Wendy
Roy Koopa Roy
Bowser Same as final

Foreground Scene

The foreground scene in the enemy cast list covers the layer 1 level tiles that the enemies being shown stand on during the credits sequence scrolling by. There are a few minor differences between the scenes in the tilemaps and the respective scene in the final game, as well as a lot of data outside the standard resolution of the SNES on the tilemap.

ending-TEKI-W.SCR uses a green pipe instead of the white pipe in the final.

13 December 1990 16:03

SMWleak ending-TEKI-W.png

ending-TEKI-1D-0.SCR uses a green pipe instead of an orange pipe, and also uses a different foreground palette and background color.

13 December 1990 14:04

SMWleak ending-TEKI-1D-0.png

ending-TEKI-1D-1.SCR uses a different palette rather than the default green of the final game. The platform made of turn blocks in the top left is replaced with used brown blocks in the final game, and the holes that the Monty Moles leave is not present in the final game either.

13 December 1990 15:01

SMWleak ending-TEKI-1D-1.png

The following four scenes are identical to that of the final game. Below the main foreground scene is a copy of the foreground of ending-TEKI-1D-1 without any blocks removed!

ending-TEKI-big-killer.SCR

13 December 1990 16:35

ending-TEKI-nakagon.SCR

13 December 1990 16:52

ending-TEKI-chika.SCR

14 December 1990 11:00

ending-TEKI-sea.SCR

14 December 1990 10:11

SMWleak ending-TEKI-big-killer.png SMWleak ending-TEKI-nakagon.png SMWleak ending-TEKI-chika.png SMWleak ending-TEKI-sea.png

ending-TEKI-ghost.SCR contains tileset data outside the SNES window that is the same as earlier tileset layouts for the ghost house.

SMWleak ending-TEKI-ghost.png

ending-TEKI-shiro.SCR and ending-TEKI-shiro-2.SCR are two castle tilemaps. The second tilemap uses a different palette from the final game, alternatively using the same palette as in the first one.

ending-TEKI-shiro.SCR

14 December 1990 11:33

ending-TEKI-shiro-2.SCR

14 December 1990 11:48

SMWleak ending-TEKI-shiro.png SMWleak ending-TEKI-shiro-2.png

ending-TEKI-kaiten-boss.SCR and ending-TEKI-meka-kuppa.SCR are tilemaps for Reznor and Mechakoopa respectively. The associated palette files make the lava much more red, and the palette for the ground tiles in the Mechakoopa design are again different from the final, with a lighter color scheme used. The yellow platform for Reznor also doesn't have any railing tiles in this version.

ending-TEKI-kaiten-boss.SCR

27 August 1990 11:21

ending-TEKI-meka-kuppa.SCR

14 December 1990 11:17

SMWleak ending-TEKI-kaiten-boss.png SMWleak ending-TEKI-meka-kuppa.png