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/Cutscene Graphics

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.

Tilemaps labeled with "demo" in the name indicate cutscenes that Mario isn't able to move in.

Castle Cutscenes

Intro Room

shiro-demo.SCR is a tilemap showing the intro room when entering a castle. There are two versions, with the second one having a wider entrance that isn't in the final game.

14 February 1990 10:43

SMWleak shiro-demo.png

The corresponding palettes to the tilemap make the castle much bluer than how it looks in the final game. Additionally, the bush graphics are glitched, because they actually use an older version of the bush! With the correct graphics it looks like this:

SMWleak shiro-demo-fix.png

Early Cutscene Text

Hmmm...
To do:
Add a screenshot of the second castle cutscene from the final game to the comparison.

The file 2bit-shiro-end-demo.SCR holds early Japanese text data to be displayed during the end-of-castle cutscene. Compared with the final version in Super Mario World, this early cutscene is very generic, withholding references to the overworld. However, it does bear some similarities to the cutscene text that appears when clearing the second castle in the final game.

2bit-shiro-end-demo.SCR

30 August 1990 13:47

Final Version
SMWleak 2bit-shiro-end-demo.png SMWcastle1cutsceneJ.png
And so Mario defeated the
first Koopaling. But wait!
The game has just begun! Who
knows what traps lie ahead?
And what of Peach's fate?!
Having defeated the first
Koopaling in Yo'ster Isle's
castle, Mario and co. rescued
their friend, who had been
turned into an egg by Kamek's
magic, and left for Donut
Plains.

Cutscene Level Graphics

shiro-end-demo.SCR has four tilemaps for the four different backgrounds in the cutscene. Other than palette selection differences, there's an erroneous tile on the bottom-right panel.

01 September 1990 18:34

SMWleak shiro-end-demo.png

shiro-end-demo-castle.SCR contains the castle graphics used with the cutscene, with one intact and one in crumbles.

01 August 1990 21:51

SMWleak shiro-end-demo-castle.png

shiro-end.SCR is another tilemap for the end-of-castle cutscene, but the palettes and graphics are broken when supplied with graphics files used to generate the other castle cutscenes.

26 July 1990 20:26

SMWleak shiro-end.png

Ghost Houses

gost-house-demo.SCR

This tilemap has data for the intro room when Mario enters a Ghost House, along with 16×16 tiles made from the corresponding graphics file.

26 February 1990 20:54

SMWleak gost-house-demo.png

Based on the 16×16 tiles in the top-right, the background clouds apparently had a lot of complexity associated with them, rather than just the simple short clouds seen in the final game. Again, the bush is broken here, fixable by using the older bush graphics.

SMWleak gost-house-demo-fix.png

X-gost-demo.SCR

This tilemap uses the final version of the bush, but also includes the exit area of the Ghost House on the bottom!

04 April 1990 10:50

SMWleak X-gost-demo.png

Unlike the final game, the exit area on the bottom of the tilemap has both decorative bushes and clouds in the sky. In fact, the clouds in the sky are in exactly the same configuration as the "Cloudy Ghost House Exit" level that goes unused in the final game.

2bit-ghost-demo.SCR

This tilemap holds the data for the layer 3 "cloudy" effect that shows up when Mario is entering the Ghost House. Another file, X-gost-demo-2bit.SCR, also has this, but both files are identical.

06 June 1990 10:27

SMWleak 2bit-ghost-demo.png

Ghost Ship

The presence of "demo" tilemaps seem to indicate that the Sunken Ghost Ship (or perhaps multiple ghost ships!) was intended to have an intro sequence.

SMWleak gost-ship-demo-fix.png

The blocks used to create the hull of the ship in this tileset are not similar at all to the tiles used in the final game for the ship.

X-sora-demo.SCR

This tilemap shows two copies of an intro sequence using the mushroom platform tileset, with large green plants coming from the ground, as well as a broken Ghost House intro copy. This seems similar in function to the level used for the "No Yoshi" intro.

08 March 1990 18:17

SMWleak X-sora-demo.png

Yoshi's House

doragon-house-demo.SCR is a tilemap that is probably used for Mario walking into Yoshi's House during the credits sequence. Interestingly, the graphics for the Yoshi sign was overwritten with the English localization, but the berry graphics remain an older pre-release version. Additionally, the berries aren't all the same color.

31 July 1990 11:53

SMWleak doragon-house-demo.png