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Prerelease:Super Mario World (SNES)/1990 Earlier

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This is a sub-page of Prerelease:Super Mario World (SNES).

The Star icon in this build is yellow unlike the final, also many backgrounds have been changed in the final.

Videos

Famicom Space World 1990

While the video title and description say this footage is from the 1990 Tokyo Toy Show, this footage actually comes from Famicom Space World '90, which took place in August of that year. It's also important to note that 2 builds are seen in this footage: a near-final playable demo, and a much earlier build that was showcased in video format, they'll be separated accordingly.

Video Showcase Build

  • A different title screen can be seen at 04:05, the level running in the background looks completely different. It's unknown if it's simply a mockup created to showcase the Super Famicom's layers or if it is based on an early rendition of the title screen.
  • At 04:50 Yoshi's House can be seen, the title screen music plays and a glitched-out Yoshi can be seen in the middle of the level, additionally, a text box appears even though there are no Message Blocks in the stage. The stage itself has small changes like the missing Message Block mentioned previously, the inclusion of red, pink and green berries instead of only red berries and the background seems to be 8 pixels higher when compared to the final.
  • At 04:52 Mario can be seen moving down from the Yellow Switch Palace but the stage name is "ヨースターとう コース1" (Yoshi's Island 1), it seems that level didn't have a unique stage name. Additionally, the overworld here is an early rendition that is missing grass pieces, has simpler island edges and is missing the signs that indicate the world the castles are from. The unused overworld Lakitu object can be seen implemented here as well. Lastly, the lives counter and level name are positioned differently from the final game, further away from each other.
  • The bonus points counter in the status bar is placed further to the left, with the star pressed right up against the lives counter. That same star is colored differently, being white instead of red.
  • When stomping Galoombas, the sound for spin jumping a spiked object would play (can be heard at 03:01).
  • Yoshi may use early graphics from v-ram-yama with whiter cheeks, though it's hard to tell due to the blurriness of footage.
  • When Yoshi is standing still he doesn't do the "hopping in place" animation seen in the final game, remaining completely idle instead. This change can be seen at 03:02.
  • At 01:58 and 02:09 Mario can be seen collecting Dragon Coins, but the status bar doesn't count them, it appears as if the Dragon Coin counter wasn't yet implemented.
  • Banzai Bills use a different sprite that can be found in the gigaleak under the name v-ram-big-killer.
  • Yoshi's Island 1 uses different background graphics and different palettes for the hills and sky. This level also features small layout differences, these include:
    • After the first Banzai Bill in the stage there's a gap that was removed in the final game (can be seen at 03:40).
    • At the end of the level there's an extra Rex at the hill above the last Banzai Bill and right next to that hill, there's a Dragon Coin that was later moved to be above the last hill (can be seen at 02:06 and 03:42).
  • Donut Ghost House uses a different background palette, this different palette is used in the final game in stages like Donut Secret House (can be seen at 02:10 and 03:46).
  • Eeries didn't have unique graphics, instead they used Boo's sprites (can be seen at 02:17 and 03:53).
  • Iggy's castle uses a different tileset for the floor, this tileset can be found in the gigaleak under the name chr-stock-G.CGX (can be seen at 03:38 and 04:20). Additionally, Climbing Koopas are placed differently in the stage, there are more of them at the end of the first room and they're all green.
  • When pillars hit the floor they don't shake the screen (can be seen at 03:39).
  • Morton's Castle can be seen at 04:40, it features small level design and visual changes, these are:
    • In the start of the crushing walls section there's a ? block with a cape feather inside which was eventually removed.
    • The small path to the left of the crushing walls is missing a Dry Bones at the end of it.
    • The Dry Bones right after the crushing walls section are missing and it seems like the three ? Blocks above them are missing too.
    • The background is about 8 pixels higher when compared to final.
    • Gray Blocks use an early sprite reminiscent of Super Mario Bros. 3, found in the gigaleak under the name v-ram-yane.

Playable Demo

  • Donut Plains 1 uses a different background palette with a blue sky (can be seen at 00:06).
  • The unused overworld Lakitu object can also be seen implemented here, though its functionality appears to be identical to final (can be seen at 00:21).
  • Overworld Mario's sprite is down a few pixels when compared to final (can also be seen at 00:21).
  • The overworld map uses a different layout that's missing grass pieces and has simpler island edges (once again it can be seen at 00:21).
  • There appears to be a small highlight to the right of the Ghost House sign (seen at 1:47).

Screenshots

Overworld

Prerelease Final
Super Mario World - Early Overworld.png SMW Final Overworld.png

An early version of the final overworld map.

  • The edges for islands are much simpler.
  • Many grass pieces were replaced with small hills.
  • The small grass area below Cheese Bridge is a straight line.
  • Small hills are not present in the Forest of Illusion and Chocolate Island areas.
(Discovery: Sinclair#4953 / 283015959080337409 on TCRF discord)

Yoshi’s Island

Prerelease Final
SMW-EarlierYoshi'sIslandOverworld.png SMW-FinalOverworldMapJPYoshisIsland1.png

An early version of the Yoshi’s Island overworld map. It doesn’t have any rocks or bushes in the place where the large hill rises after beating Yoshi’s Island 1 and is just grass instead. It contains all differences seen in the Shoshinkai 1990 footage, like the missing sign next to Iggy's Castle, overworld Mario's lower vertical position and the lives counter and level name being further away from each other.

Prerelease Final
SMW-EarlyOverworldBarren.jpeg 256px

Another screenshot of the Yoshi's Island overworld map. The rocks and bushes are still missing, but it has the numbered sign and the positions for the life counter and level name now match the final game.

Prerelease Final
SMW EarlyBulletBill.jpg SMW-FinalBulletBill.png

An early version of Yoshi's Island 1. The sky is yellow, unlike the blue color of the final game, and the bonus points counter in the status bar is placed further to the left and takes up less space horizontally, with its star icon seemingly missing. In addition, an early, less menacing design for Banzai Bill, featuring a dull grey palette and no mouth, can be seen here, it is closer in appearance to Bullet Bills.

Prerelease Final
SMW EarlyBulletBill4.PNG 256px

Another Yoshi's Island 1 screenshot. While this is a later build, indicated by the bonus points counter having its final position (although still having the smaller size of the previous build), the background differs more from the retail game than the previous version, it uses different graphics and palettes for the sky and hills. The star icon in the bonus points counter is colored white instead of red, there's a Rex on top of the hills that was later moved down to the ground and the early Banzai Bill sprite can be seen again here.


(Source: [1])
Prerelease Final
SMW-EarlyYoshi'sIsland2.png SMW-FinalYoshi'sIsland2.png

A Galoomba in Yoshi's Island 2, in the final game, there are no Galoombas in this level.

Prerelease Final
SMW-EarlyUnknownUndergroundArea.png SMW-FinalYoshi'sIsland2Undegruond.png

This screenshot shows a unknown underground sub-area, which could be an early version of Yoshi's Island 2, as the yellow shell is positioned where the grab blocks are in the final version.

Prerelease Final
SMW-EarlyYoshi'sIsland3.png SMW-FinalYoshi'sIsland3.png

An early version of Yoshi's Island 3 with a different foreground palette.

Donut Plains

Prerelease Final
SuperMarioWorld-EarlyDonutPlains1.png SuperMarioWorld-FinalDonutPlains1.png

Just like in the Shoshinkai 1990 footage, Donut Plains 1 uses a different background palette, with a blue sky. In addition, Mario's cape uses a different, simpler sprite. This early graphic can be found in the July 2020 gigaleak in a file named X-Q-X-back.CGX.

Chocolate Island

Prerelease Final
SMWProto ChocolateMountain.jpg SMW-FinalChocolateIsland2Start.png

An early version of Chocolate Island 2, using different, regular palettes for the foreground and background rather than the brown mountain palettes used in the final game. The Dino Rhinos and Dino Torches look different, being shown in a profile view rather than the 3/4 view of the final. There are more Dino Torches in this section than in the final game.

Sunken Ghost Ship

Prerelease Final
SMW-EarlySunkenGhostShip.jpeg SMW-FinalSunkenGhostShip.png

An early version of the Sunken Ghost Ship. The topmost wooden box is taller and wider than the final game.

International Localization

Two American commercials for the game show that, at one point, the NA version used the same logo as the Japanese version, albeit with "Super" above "Mario" and "SUPER MARIO BROS. 4" next to it. This logo arrangement and subtitle originally appeared on the Japanese box and label art. Interestingly, the logo for the DiC Super Mario World cartoon (which was produced alongside the US version of the game) also has "Super" above "Mario".

The "SUPER MARIO BROS. 4" sprite can be found in the graphics data of the game's non-Japanese releases only.

Japan Retail "SUPER MARIO BROS." Subtitle Final NA
SMWTitleJapanese.png SMWTitleEarly.jpg SMWTitle.png

The early title screen is missing grass tiles on top of the ground.