Super Mario World (SNES)
|Super Mario World|
Also known as: Super Mario Bros. 4: Super Mario World (JP)
This game has unused areas.
Super Mario World ist das erste Mario Spiel auf dem Super Nintendo. Gestürzt und gehackt zusammen in derselben Zeit der Erscheinung.
Trotzdem gilt es als Höhepunkt der Franchise, was teilweise auf lächerliche Nichtlinearität und Geheimnisse innerhalb der Level zurückzuführen sind. Natürlich auch Yoshi.
Document the discoveries posted here.
- 1 Unterseiten
- 2 Unbenutzter Sound
- 3 Unbenutzte Level Modies
- 4 Unbenutzte Grafiken und Objekte
- 4.1 Sprite-Based Objects
- 4.2 Vordergrund Objekte
- 4.3 Overworld Sprites
- 5 Andere unbenutzte Objekte
- 5.1 Hills Background Star
- 5.2 Early Yoshi Berry
- 5.3 Fire-Spitting Dino Rhino
- 5.4 Yoshi
- 5.5 Yoshi Dust
- 5.6 Iggy's Hair
- 5.7 Morton and Roy's Attack
- 5.8 Placeholder Block Graphics
- 5.9 Early Brick Graphics
- 5.10 Flying Birds
- 5.11 5-Up
- 5.12 Ältere Titelscreen Graifken
- 6 Oddities
- 7 Developer's Tools
| Unbenutzte Level|
Frühe Level die immer noch im ROM verweilen.
| Versions Unterschiede|
Diese Delphine hatten es kommen lassen.
Es gibt einen unbenutzten Sound im ROM. Es wurde später im nächsten Spiel wiederverwendet.
Unbenutzte Level Modies
Layer 1 horizontal into Layer 2 vertical
Sprite ID: EC
Wenn diese Objekt in einem Level platziert wird, beginnt was Level mit Horizontal Layer 1 Sektion und transitioniert dann in Vertikal Layer 2 Sektion. Es funktioniert nur, wenn die Level einen Layout Modus von 05 oder 06 gesetzt ist.
Level modes: 1E and 1F
The game contains two translucent level modes: one for horizontal layer 1/background levels (1E), and one for horizontal layer 1/layer 2 levels (1F). Both modes are fully functional. Their position at the end of the mode list suggests they were "hacked in" somewhat later in development.
Early screenshots showed a flooded grassy area using mode 1F, with water on one layer and ground on the other. It may have been abandoned due to the obvious lack of a background layer when using this mode, and may have prompted the later addition of a non-transparent layer 3 water mode.
Unused Background and Sprite Graphics Indexes
Object graphics indexes: A, E
Graphics-wise, index A (Switch Palace 2) is identical to index 4 (Switch Palace 1), except it uses tileset 3, which is normally used by underground levels and castles. As a result, all tileset-specific objects are scrambled, making the index mostly unusable.
Index E (Underground 3) is identical to indexes 3 and 9 (Underground 1 and 2), except it uses a forest/mountain background GFX bank. This would have allowed for above-ground rocky levels, similar to those of World 6 in the New Super Mario Bros. series.
Sprite graphics index: F
Index F is identical to most of the other sprite indexes, save for the SP4 GFX bank (14), which only appears in one other index (B, Switch Palace). GFX bank 14 contains the pipe, block, Bullet Bill cannon, and Yoshi Coin graphics seen in every background tileset, none of which are used by any sprite in the game. It's possible that a set of sprite graphics existed in this bank at one point during development.
Vertical Dark BG Level
Level mode: 0D
Same as 0C (horizontal dark BG level), but uses a vertical layout.
Duplikat Horizontal Layer 2 Level
Level Modus: 0F
Ein Duplikat von Level Modus 01.
Unbenutzte Grafiken und Objekte
Eine gigantische Anzahl von unbenutzten Grafiken und Objekten können versteckt im ROM gefunden werden. Ebenfalls mehr von früheren builds von "Super Mario World" kann dort im SNES Test Program gefunden werden.
Classic Piranha Plant
A classic Piranha Plant. If you've ever played a Mario game, you should know how this works. Its vine tile has been replaced in memory with one of the frames of Cheep Cheep flopping around on land. Note that the upside-down variation of this is used in Vanilla Dome 3, but its stem has been made tileset-specific to the Cave object tileset, and since both piranha plants share their stem tilemaps, this explains why the stem of this has been moved.
There is in fact code in the game to make the stem use the same tiles as the upside-down variation, but due to a bug, it doesn't work properly. There is an IPS patch to correct this problem.
This platform will move to the right constantly once Mario lands on it. If Sprite Buoyancy is enabled in the current level, this object will act like the smaller floating platforms found in levels such as Yoshi's Island 4.
A red coin that continuously moves to the right like a P-Balloon. Collecting it will give the player five coins. Red coins would not make their official debut until Super Mario World 2: Yoshi's Island, five years later.
Ähnlich wie im Objekt oben gibt das schwebende goldene Pilz dem Spieler ein extra Leben.
This graphically-glitched flying cage can be put into the game. Mario is automatically placed inside the cage when the level starts, and if used in conjunction with an autoscroll object will make the cage move across the level on a set path.
Interestingly, the tile numbers and proportions used to draw the wings match up with sprite graphics found in the SNES Test Program (at least for the larger tile), making this an old leftover.
Unused Chargin' Chuck
Sprite ID: 96
This is a duplicate of the normal Chargin' Chuck, used nowhere in the game.
This object will create many blue Swoopers at whatever Y position it's placed, acting much like the Boo spawner found in Ghost Houses. These Swoopers cannot be defeated and will hurt Mario if he tries jumping on them. Note that one of their two flying frames has glitched graphics, hinting that Swoopers had a tilemap change at some point in development, and the fact that jumping on them deals damage hints that they may have once been something completely different.
Curiously, Swoopers would keep this color scheme in future games.
Dummy schwebende Plattformen
Sprite IDs: 56, 58
Diese Plattformen sind wie die Schachbrett Plattformen, aber deren größe sind 3 x 2 Pixel.
Es verhält sich wie eine normale Münze, aber sie ist blau.
Hitting a P-Switch will turn these blue coins into magenta blocks. They can still be collected like coins, since the code that makes regular coins solid does not apply to this particular object.
Half-sized doors that can only be entered by Small Mario. Both normal and P-Switch versions are coded in the game.
Question Mark Block with Shell
Question Mark Blocks that contain Koopa shells are fully coded in the game! Well, not just a Koopa shell. The actual Koopa is still inside, and it will get back up if you wait too long. For some reason, it has no collision data for being hit with a fireball; the fireball will pass right through it.
Empty Turn Block
FG Object ID: 2E (Extended object)
Acts like a Turn Block with an item inside, but doesn't actually contain anything.
These blocks aren't activated by Koopa shells or jumping, but by running into them from the side. They are finished, but the object part of this block uses the wrong graphics (hinting that something else other than the P-Switch and Springboard was here). Two versions of this block are coded: one with nothing in it, and one with a feather, the latter turning into the former when hit. Similar blocks appeared in Super Mario Bros. 3.
An object-ified version of the seaweed commonly seen in underwater backgrounds. This is only found in the Ghost House tileset, and was likely intended to appear in the Sunken Ghost Ship.
In the tileset-specific object set, Bushes 4 and 5 are considered unused, although Bush 5 is finished and works fine. The graphics for it are also finished, available in the forest tileset.
These are completely functional conveyor belts using special animated rope tiles. They can go either left or right, and the diagonal ones can face either direction, giving a total of six different unused ropes.
Note Block (All Sides)
FG Object ID: 27 (Extended object)
A Note Block that will bounce Mario away from all sides, not just the top, similar to the pink Note Blocks in Super Mario Bros. 3.
This Lakitu will follow Mario around on the main overworld map, but he won't appear on any submaps (e.g., Vanilla Dome). Lakitu can be activated by hex editing a save state and changing address 19FB from 00 to 01.
This was most probably meant to appear on levels with Lakitus in them, but it was never coded to do such. Besides that, the only Lakitus in the game appear in submaps.
This odd-looking bird also follows Mario around on the overworld map, but it will also appear on submaps (except Vanilla Dome). Like the Lakitu, it can be activated by changing address 19FC in a savestate to 02.
It has been suggested that the bird was used around levels that contained the flying cage, since the mysterious winged objects holding up the cage use a blue palette.
The Classic Piranha Plant really got shafted in this game. This is a sprite meant to go on the overworld as decoration, but it's never used.
Three Koopa Kids are actually present on the overworld map, but are never visible; the path tiles that were originally supposed to make them appear were changed into oddball corner tiles and used in the Star World. Unlike the rest of the overworld sprites, these actually had a purpose – they were to drag you into levels, much like the hands in World 8 of Super Mario Bros. 3.
The positions of the sprites (visible in Lunar Magic's overworld editor) suggest a vastly different overworld layout at the time of their "removal" than what was seen in the final.
Andere unbenutzte Objekte
Hills Background Star
Early Yoshi Berry
This rounder, shinier, non-animated version of the Yoshi berry is loaded into VRAM at the beginning of each level, but is immediately overwritten with the animated version, which looks much different. In fact, three different versions of the berry graphic exist in the ROM, as shown below:
Fire-Spitting Dino Rhino
Dino Rhino was supposed to have an actual attack! These frames and a vertical version of Yoshi's fireball appear in the Dino Rhino tileset. In the actual game, Dino Rhino just walks back and forth; only the smaller Dino Torch actually attacks.
Interestingly, one of the transformed kings in the Super Mario All-Stars version of Super Mario Bros. 3 uses a scaled-down, differently-colored variant of the horizontal frame with a crown tacked on top.
Several unused Yoshi parts intended for the ending.
This dust is supposed to appear when Mario hops on Yoshi, but it's unused in the final game. Game Genie code 8B68-AFDC will enable this feature.
In the game, Iggy and Larry both have the same hairstyle.
However, in Super Mario Bros. 3, Iggy had a significantly different hairstyle. Graphics for this hairstyle do exist in Super Mario World, but are unused:
Wenn es benutzt würde, dann würde es so ausschauen:
This seems to have been a mere oversight, as Iggy has his proper hair style during the ending. The tilemaps used during the ending are separate from the in-game ones, hence the discrepancies.
Morton and Roy's Attack
It seems that Morton and Roy were intended to have a secondary attack! This makes sense, since both of them have the same appropriate frames as Ludwig, who has a fireball attack.
Placeholder Block Graphics
These placeholder graphics for the on/off and spinning blocks are loaded before the animated versions are. "ブロック転送" means "Block transfer".
Early Brick Graphics
An earlier version of the bricks seen in the boss fights. Compared to the final version, the early one is poorly shaded.
The birds found atop Yoshi's House have two unused flying frames. While these were left unused in the original game, the tiles found a purpose in the Game Boy Advance remake during the 96 exits cutscene.
Grafik für ein 5-UP Bonus, welche nur durch einen glitch gesehen werden kann.
Ältere Titelscreen Graifken
Super Mario Bros. 4
These graphics appeared in an early version of the U.S. title screen, and are still present in the ROM. Strangely enough, they are not present in the Japanese ROM, even though the official Japanese label art did have the subtitle of "SUPER MARIO BROS. 4".
Nur das Wort "Und". Es sollte vermutlich in der Copyright erscheinen, zB.: "© 1990 "UND" 1991 Nintendo".
Older Level Layout Leftovers
A Buzzy Beetle can be found at the very end of Donut Plains 2, stuck inside a wall. Because the screen slowly autoscrolls at that point, it can never be seen, and even if it could be seen, it would just fall through the floor.
There's a pipe in Vanilla Secret 1 that leads to a secret exit. In the screen right above that one, there's warp data that would take the player to the same exit! However, the pipe is not warp-enabled, and even if it was, there's no way to enter the pipe, since there's no place to stand.
Unused Red Switch Palace
Another instance of the Red Switch Palace map tile is coded into the Valley of Bowser. There's no way to reach or activate it without hacking the game. Trying to enter this level leads to Level 112, which points to the Test Level. The actual level ID of the Red Switch Palace is 11B.
Interestingly, Valley of Bowser 3 has its Enable path on secret exit value set to Left, whereas all other single-exit levels have it set to Up, implying that there was a path there at some point. Nintendo probably figured the player would have little need for red Switch Blocks by this point and (wisely) decided to make the Palace accessible from Vanilla Dome 2.
The door on the left is how the boss door appears in the game. The door on the right represents how the different 8×8 tiles stored in VRAM comprise the boss door. Each color is a different 8×8 tile.
Interestingly, the graphics for the orange, purple, and green tiles are identical, but are stored as separate tiles. This suggests that the door once had a much different appearance, and the purple and green tiles were originally used for something else, like doorknobs or hinges.
There are some blank tiles in the overworld graphics banks, which are drawn over the pathways Mario takes. These tiles were once used by the developers to indicate where the unrevealed pathways are.
This feature can be enabled with this patch:
|Download Super Mario World (Layer 2 IPS patch)
File: SMWLayer2.ips (28 KB) (info)
|In-game colors||Corrected colors|
At one point, it was possible to have a Starman in the reserve item box (though exactly how it would get there is a mystery). There is even a routine that specifically checks for the Starman item ID (03) and cycles the colors appropriately, though it appears to use incorrect palette values (00 02 04 02). Shifting each value left by one bit (00 04 08 04) fixes this.
Pro Action Replay code 7E0DC203 will force a Starman to appear in your reserve item box.
Goal Post Bottom
Though never seen in-game, Goal Posts have a bottom tile. It's likely that they were intended to float above the ground at one point, much like the similarly-styled midway points do in the final game. Unfortunately, the rounded part of the bottom tile was overwritten with large bush graphics at some point in development, causing the glitched appearance seen above.
Upload a better video that only shows the Wiggler bonuses without bouncing on other enemies.
Normally, the bonus table caps at 1-Up after stomping eight enemies in a row. However, due to a programming oversight, this does not apply to Wigglers! Starting from the tenth stomp, you'll receive a 2-Up, a 3-Up, and then the following unused bonuses:
- 5 Münzen
- 10 Münzen
- 15 Münzen
- 20 Münzen
- 25 Münzen
After 25 coins, each successive stomp will overflow the bonus table and give a glitched bonus, which is often worth a very large number of points and coins. None of the unused bonuses appear correctly; the 5-Up pulls its attributes from the code following the bonus sprite attribute table, while the coin bonus graphics simply don't exist (though they can be seen in the SNES Test Program).
Though none of the game's levels feature more than two or three Wigglers in a row (due to their processing overhead and large sprite count), it is possible to revert them to their calm state by scrolling them off and back onscreen while floating with the cape, at which point they can be stomped on again to increase the bonus count. The easiest place to do this in the game is in Forest of Illusion 1, on the log platforms above the keyhole.
Free Movement/Instant Flight Mode
The Game Genie code DDA6-DF07 enables a free movement/instant flight mode. Hold L and press A once, and you'll be able to fly (provided you have a cape) as soon as you start running. Hold L and press A again, and you will be able to move Mario anywhere in the stage. Hold Y to speed up Mario's movement, or press L and A again to return to normal gameplay.
Boss Defeated Scene Select
The Game Genie code 7DBD-04AF will give you special controls during "boss defeated" scenes. After the scene has ended, press L + R to repeat the scene or Up + L + R to view the "boss defeated" scene from the next world.
Additionally, if you go past the seventh and final "defeated Koopa Kid" scene, you can view the credits.
The Game Genie code EDA5-0F6F enables a power-up select not unlike Super Mario Bros. 3. Hold Up and press Select to switch between Small, Big, Cape, and Fire Mario.
The Game Genie code ED60-642D will let you choose what Yoshi you want on the map screen. Press Select to cycle through the different Yoshi colors (None, Yellow, Blue, Red, Green).
Instant Level Completion
The Game Genie codes DDC1-64DD DDC5-6DAD allows you to instantly complete any level, even ones you have not already beaten. Press Start then Select to complete the level via the "normal" route. Press Start, hold A, and press Select to complete the level via the secret goal, if the level has one.
|The Yoshi series|
|NES||Yoshi • Yoshi's Cookie|
|SNES||Yoshi's Cookie (Prototype) • Yoshi no Cookie: Kuruppon Oven de Cookie|
Super Mario World • Super Mario World 2: Yoshi's Island • Tetris Attack • Yoshi's Safari
|Game Boy (Color)||Yoshi • Yoshi's Cookie • Tetris Attack|
|Nintendo 64||Yoshi's Story|
|Game Boy Advance||Super Mario World: Super Mario Advance 2 • Yoshi's Island: Super Mario Advance 3 • Yoshi Topsy-Turvy • Yoshi Sample|
|Nintendo DS||Yoshi's Island DS (Demo) • Touch & Go|
|Nintendo 3DS||Yoshi's New Island • Poochy & Yoshi's Woolly World|
|Wii U||Yoshi's Woolly World|