We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Super Mario World (NES)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Super Mario World

Developer: Hummer Team
Publisher: JY Company
Platform: Unlicensed NES
Released internationally: 1995

CopyrightIcon.png This game has hidden developer credits.
GraphicsIcon.png This game has unused graphics.
Carts.png This game has revisional differences.

ProtoIcon.png This game has a prototype article
BugsIcon.png This game has a bugs page

The NES Super Mario World is probably the most accurate unlicensed port of the SNES original out there. Sure, it only has 28 levels to the original's 78 (with the Switch Palaces and secret worlds not being represented at all) and doesn't have (for example) Banzai Bill, but it ports over a lot of stuff pretty faithfully.

Probably the only real detriments are the poorly-redone music and the somewhat-lackluster controls, although there are Game Genie codes to fix the jumping physics.

It's also notable for having a fully-functional Yoshi, something Nintendo said was impossible to do on NES hardware. Oops.

To do:
Several things:
  • This page lists some bit variables: Mario's current state (Small, Super, etc.), his current state with Yoshi (no Yoshi, on Yoshi, Yoshi with P-Switch, etc.), swimming, invincibility, and number of stages unlocked. Could be good for a Notes page.
  • More unused graphics (see talk page, requires verification).
  • There's a bug where the Butter Bridge 2 stage always begins at the midpoint.
  • Unused world map content.
  • Unused music data for Donut Plains
  • Source code and enemy list left over in the ROM


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about notable bugs and errors in this game.

Unused Graphics


SMWNES UnusedMarioSprites.png

Super Mario and Fire Mario have several sprites that go unused. They even have Luigi variants. Some things to note:

  • While Mario can throw fireballs in the game, the second unused sprite uses tiles from Super Mario's graphic banks, hence why this is unused.
  • The last sprite seems depict a different head for Mario, but it's found with the Fire Mario sprites and no other tiles exist for this variation.
  • Mario can kick shells, but it has no animation in-game.
  • A possible reason why the sliding and kicking sprites are unused is due to a lack of similar sprites for Small Mario.

SMWNES HaloMario.png

Mario with a halo, used in the original game's continue screen. This port has no option to continue after getting a Game Over.


SMWNES Muncher.png

Animated graphics for Muncher. The ones that appear in-game only have one frame and act as a background hazard. These look like they could be used as sprites.

SMWNES LakituSpiny.png

Lakitu and Spiny, which could have appeared in Forest of Illusion 4 (Chocolate Island 1 in this port). No graphics exist for a cloud that Mario could ride in, however.

SMWNES PodobooHorziontal.png

Although horizontal Podoboos are used in-game, they use a different style and are not animated.

SMWNES BulletBill.png

Bullet Bills were planned as well.

SMWNES DiggingCharginChuck.png

A digging Chargin' Chuck, which is strange since they only appeared in one level of the original: Valley of Bowser 4, which did not get ported over.

SMWNES ClappingCharginChuck.png

A sprite for a clapping Chargin' Chuck.

SMWNES Fishbone.png

Fishbone's graphics. Similar to the digging Chargin' Chuck, the areas where Fishbone was encountered in the original are not in this port.

SMWNES FlattenedEnemies.png

Flattened sprites exist for Koopas and Rexes, but aren't seen in-game. This is especially odd given that Dino-Torches do use their flattened sprite.


SMWNES CaveLevelSpot.png

The graphic used to denote cave levels in the original game. While two cave levels are in this port, they instead use the same world map graphics as normal levels.

SMWNES BooMap.png

A tiny Boo. In the original game, this appeared over Ghost Houses on the overworld map.

SMWNES StarRoadWarp.png

A tile for the Star Road warps from the original game. There are no other elements related to Star Road in this port.


SMWNES BGWoodSpike.pngSMWNES BGWoodSpike2.png

Background variants of the wooden spikes. The used version is a sprite and has a slightly different design.

SMWNES Crusher.png

The giant crusher, meant for castle levels. It has no collision and is replaced by Thwomps in this port.

SMWNES FlipBlock.gif

An animation for the Flip Block, which goes unused as you can't flip blocks in this port. There is in fact an unused spinning Flip Block tile that uses this animation, but it simply acts as a normal solid block. Interestingly, this tile does appear in Roy's Castle in the incomplete version! (It's replaced with the used stationary Flip Block in the complete version.)

SMWNES EggPieces.png

Eggshell pieces. Similar graphics were used in the original when Yoshi hatches out of an egg.

SMWNES Princess.png

Peach reaching the ground and opening her eyes after falling out of the Koopa Clown Car, which is not used here.


In any level, pause and press Up, Right, A, Down, Right, B, Up, Left to trigger a hidden JY logo screen, using the standard full-screen logo found in most JY-published games. The only way out is to reset.

This code also works in the incomplete version, but parts of the logo appear smashed up.

(Source: BootlegGames Wiki)