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スーパーマリオワールド(SFC)

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Title Screen

スーパーマリオワールド

Also known as: スーパーマリオブラザーズ4: スーパーマリオワールド (JP)
Developer: Nintendo
Publisher: Nintendo
Platform: SNES
Released in JP: November 21, 1990
Released in US: August 13, 1991
Released in EU: April 11, 1992


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


スーパーマリオワールド はスーパーファミコンのローンチタイトルの一つであり、同時発売に間に合うように急いで制作された。

それにもかかわらず、シリーズ内でもとても点の良い有力選手となった。 その理由には高い非直線性、多い隠し要素、ヨッシーの存在が挙げられる。

Hmmm...
To do:
{{{1}}}

Contents

下層ページ

SMWUnusedLevel4.png
没ステージ
ROMに残っている初期のステージ
SMWMailJP.png
バージョンごとの違い
リフトンの仕様変更は仕方がない。

没効果音

ROM内に未使用の効果音がある。これは後のヨッシーアイランドで使用されることになる。

未使用のマップモード

横スクロールのレイヤー1を縦スクロールのレイヤー2に

スプライトID: EC

このオブジェクトがステージに置かれたとき、ステージは横スクロールのレイヤー1から始まり、その後に縦スクロールのレイヤー2へ移行する。これはレイアウトモードが05または06に設定されているステージでのみの機能となる。

半透明のステージ

ステージがとうめいマリオの帽子を被っているように見える

マップモード: 1E、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.

縦スクロールで暗い背景のステージ

マップモード: 0D
横スクロールで暗い背景である0Cと同じ。だが、縦スクロールとなっている。

重複している横スクロールのレイヤー2のステージ

マップモード: 0F
マップモード01と重複している。

没グラフィック、オブジェクト

未使用の膨大な数のグラフィックとオブジェクトはROMの中で眠っている。製品版スーパーマリオワールド以前のビルドのモノもSNES Test Programで見つけることが出来る。

スプライトのベースとなったオブジェクト

旧パックンフラワー

パックンフラワーとプクプク
スプライトID: 1A

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.

旧リフト

デカい
スプライト ID: 5E

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.

浮きコイン

赤い
スプライト ID: 7E

風船のように右に浮かんでいく赤コイン。手に入れると5枚のコインになる。 これは5年後のヨッシーアイランドで公式デビューすることとなる。

浮きキノコ

ゴールデン!
スプライト ID: 7F

上記のオブジェクトと似ている。プレイヤーにゆとりを与える。

浮き檻

鉄格子があり明らかに檻と分かる!
スプライト ID: 88

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.

没ブル

スプライト ID: 96

通常のブルの複製。ゲーム内のどこにも使われていない。

メスのバサバサ

たくさんの青いバサバサ
スプライト ID: E4

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.

ダミーのリフト

スプライト IDs: 56, 58

These platforms are like the checkerboard platforms, but their sizes are 3 x 2 pixels.

最前面のオブジェクト

青コイン

青い
FGオブジェクト ID: 16

通常のコインのように動作する。でも青い

マゼンタ色のブロック

マゼンタ色のブロック

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.

小さいドア

Want to make a hack harder? Force the player to use half-doors!
FGオブジェクト ID: 10 (拡張オブジェクト)

Half-sized doors that can only be entered by Small Mario. Both normal and P-Switch versions are coded in the game.

?ブロックとノコノコ甲羅

?ブロックはノコノコ甲羅を持っていた!
FGオブジェクト ID: 37, 38 (拡張オブジェクト)

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.

空のクルクルブロック

FGオブジェクト ID: 2E (拡張オブジェクト)

アイテムが入ったクルクルブロックのように動作しているが、実際には何も入っていない。

Bounce Block

A rude awakening for Mario.
FG Object ID: 39 (Feather - Extended object)
Block with "Nothing" not defined as an object but is in Map16 at 12B

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.

海藻

風変わりな雑草です。
FGオブジェクト ID: 81 (拡張オブジェクト)

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.

雑草

ルナマジックを介して挿入された雑草オブジェクト。
FGオブジェクト ID: 3F X5 where X is the object length (Plains tileset only)

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.

コンベアロープ

... 人殺し? もう少しの勇気
FGオブジェクト ID: 36 X_ (Flat), 37 SS (Diagonal) (Mountain tileset only)

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.

音符ブロック(全方向)

FGオブジェクト ID: 27 (拡張オブジェクト)

上部だけではなく全方向どこでも触れるとマリオを吹き飛ばす。 スーパーマリオブラザーズ3にあったピンクの音符ブロックに似ている。

マップのスプライト

ジュゲム

心配するな、パイポは投げない

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.

アオカケス

Something like this?

マップ画面に現れる

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.

パックンフラワー

ワンワンワン!

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.

ミニクッパ

Only three kids. Huh.

Koopalings.

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.

その他の没グラフィック

平原の背景に使われる星

Star light, star bright, star pulsating in the night
An animated star tile found in the hilly and Ghost House background tilesets. It's not used in either. In the final game, a different tileset is used for starry nights.

初期の木の実

おいしい!

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:

火吐きライタ

ピリっとしたミートボール! Urp

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.

May I ingest you?

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.

ヨッシー

SMW-UnusedYoshis.png

エンディングの為に用意されたヨッシーの没パーツ。

ヨッシーの土埃

Yoshi Dusted!

ヨッシーに乗ったマリオがジャンプした時に現れる。だが製品版では未使用だった。 Game Genieのコード8B68-AFDCでこの機能が有効になります。

イギーの髪

マリオワールドではイギーとラリーは両方とも同じ髪型をしている。

Slick.Also slick.

↓しかしスーパーマリオブラザーズ3のイギーは異なる髪型をしていた。 このヘアスタイルのグラフィックスはマリオワールド内で未使用だが存在はしている

Disembodied hair! Run for your lives!

↓もしこのグラフィックが使用されていたらこの様になっていた。

Not rainbow, but 100% spikey!The spikes know all.

エンディングのイギーはゲーム中とは使用されるタイルマップが違い適切なヘアスタイルをしている。任天堂は見落としをしていたようだ。

Correct hair in exchange for some incorrect palettes.

モートンとロイの攻撃グラフィック

オエーーッ オエーーッ

ルドウィッグの火の玉攻撃と似ている二番目の攻撃が設計されていたようだ。

仮確保ブロック

Before After
Off! On!

アニメーション版以前はこれらのグラフィックはON/OFFとクルクルブロックに使われていた。

初期のレンガブロック

初期 最終
SMW-Bricks-Early.png SMW-Bricks-Final.png

初期の方はボスバトルで見かけることが出来た。完成形と比べると影が不十分に見える。

飛鳥

鳥が恐竜から進化したというのなら彼も恐竜であるのだろうか

Why does Luigi have so many of those creepy Mario masks anyway?

ヨッシーの家の上の鳥には未使用の飛行中の2フレームが存在している。 これらは後のリメイクのマリオアドバンス2のカットシーンで使用されることとなる。

5UP

Two less than seven!

バグを使用すると見ることの出来る5UP表記のグラフィック。

旧タイトルロゴ

Super Mario Bros. 4

4 is one more than 3!

このグラフィックは、米国版の初期バージョンのタイトル画面内に登場しROM内にも存在している。だが不思議な事に日本版のROMには存在していない。

AND

And...what?

単語の"AND". 恐らくコピーライトの行に表示される予定だったと思われる。 "© 1990 AND 1991 Nintendo".

奇妙な点

旧ステージのレイアウトの残骸

Busted Beetle
↑メットが壁の内側にめり込んでいる。ドーナツ平野のコース2の一番最後で見つけることができる。ゆっくりとした強制スクロールのステージで見ようとしても既に床を通りぬけ落下している為見ることは出来ない。

Pipe out of order, please call an actual plumber
↑バニラドームの秘密コース1には隠しゴールに繋がる土管があるのだが、その土管から少し上に行った所にも同じゴールにワープするデータが入力された土管がある。だがワープは無効になっている。もし有効になっている場合でも足場が無いため土管に入る方法はない。

没赤スイッチの宮殿

Unless you plan to tackle Star World 5, there's really no point.

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.

ボスのドア

Left: Regular door. Right: Groovy door.

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.

マップ上の道

Displaying the future.

グラフィックバンクにはマップのマリオが歩く道を描画する空のタイルが入っている。このタイルは開発者が分からない道がどこにあるかを表す為に使用された。

タイルを有効にするパッチ:

Download.png Download Super Mario World (Layer 2 IPS patch)
File: SMWLayer2.ips (28 KB) (info)

スターのストック

In-game colors Corrected colors
Meh. WHOA!

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.

ゴールバーの下部

Just as anyone with Lunar Magic discovered when placing the goal

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.

没ボーナス

Hmmm...
To do:
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-Up
  • 5 coins
  • 10 coins
  • 15 coins
  • 20 coins
  • 25 coins

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.

開発ツール

自由に移動、飛行が出来るモード

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.

ボス撃破シーン閲覧

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.

マリオの状態の選択

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.

ヨッシーの色選択

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).

コースクリア

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.