List of Super Mario World pre-release and unused content

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This is a list of pre-release and unused content for the game Super Mario World. For pre-release and unused content pertaining to the remake, Super Mario World: Super Mario Advance 2, see here.

Unused palette

  1. Tree 2-7(5 Only Fore Clouds Used)
  2. Grass 2,3
  3. Cave 0,3
  4. Castle 0,1,5
  5. Ghost house 0,1,2,3,5,6,7
  6. Rope 0,3,4,5,6,7

Early builds

Magazine and TV previews

Dinosaur Land was drastically different than the final version, possessing an appearance similar to the various kingdoms of Super Mario Bros. 3. Specifically, it was to feature things such as Toad Houses (which could possibly mean that Toads were once considered to populate Dinosaur Land) and more Super Mario Bros. 3-style Fortresses. In addition to this, the game originally had the subtitle "Super Mario Bros. 4" [1]

Test cartridges

SNES test cartridges exist which, among other things, include leftover graphics from an early build of Super Mario World. These cartridges reveal that, at one point, Galoombas would have been stompable like Goombas, and Fire Piranha Plants would have made a return from Super Mario Bros. 3. The Super Leaf power-up and Raccoon Mario form were both present, but appear to have been replaced by the similarly-starring Cape Mario in the final game. Lastly, other block types such as Brick Blocks and dungeon tiles would have been directly updated from the previous game.

Unused Super Mario World Sprites.gif
Some of the unused sprites in the SNES Test Program. Notice the Super Leaf, a Super Mario Bros. 3 lookalike Fire Flower and the raccoon tail on the top row of Marios.

Unused data

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Unused level components

In some cases, some objects were left in the game's code that were never used in a level.

  1. There are three unused graphics tilesets, two for objects and one for sprites.
    1. The first unused object tileset is labeled "Switch Palace 2", and has no apparent use, as every object that can be used in it appears glitchy.
    2. The second unused object tileset is labeled "Underground 3", and it combines the rocky foreground of the cave and underwater levels (Underground 1 and 2) with a generic background file that makes the trees for Yoshi's Island 2 and much of the Forest of Illusion, the plains background for much of Donut Plains, the sky background, and the mountain background from Yoshi's Island 3, 4, and much of Chocolate Island. This allows for the possibility of rocky levels similar to those of World 6 in the first two New Super Mario Bros. games. Unused level 0x382C3, mentioned above, will have its glitchy background fixed if it's switched to this tileset; the background is the same one used in Chocolate Island 3 and Mondo.
    3. The unused sprite set is simply labeled "Not Used" and combines two generic graphics files: one with the data for Chargin' Chucks and the Amazing Flyin' Hammer Brother and one that's generally used for foreground graphics, such as pipes, cement blocks, ! Blocks, and the Bullet Bill cannon.
  2. A grassy platform that was used only in a unused level of the game, and can have one of two functions. Normally, it acts much like the flying platforms from Forest Secret Area, but without the vertical movement. However, if a certain property of the level itself is changed, it will act like the floating platforms from Yoshi's Island 3.
  3. The "Swooper Death Bat Ceiling". This is an object that generates a cloud of Swoopers, but with a blue palette, similar to the cloud of Boos from Donut Ghost House. Because they were scrapped early in development, one of their animation frames is incorrect (looks like half a glass block next to half a Spike Top). Additionally, they lack the correct sound effects.
  4. A Golden Mushroom with wings that floats along and follows the trajectory of a Power Balloon. If collected, it is worth one extra life. It is unknown why it is golden instead of green.
  5. A Red Coin similar to the above, but worth 5 coins, much like in Mario Party DS.
  6. The Piranha Plant from Super Mario Bros. 3. Similarly to the bat object, its stem appears as a jumping Cheep-Cheep frame because its graphics were never finished. Note that when it is used in the game, it causes VRAM errors due to it loading the wrong graphics file.
  7. A flying key, which for some reason can hurt Mario. It can be eaten by Yoshi, however, it acts like when Yoshi eats a normal key. When spat out by Yoshi it turns into a normal key.
  8. Several unused decorative grass objects. Most of them are glitchy.
  9. Doors that can be entered only by Small Mario, but if the door is in midair, Small Mario must be on a Yoshi to enter it. Both normal and P-Switch-activated versions exist.
  10. A type of Turn Block that continuously turns.
  11. A small, glitchy object that has the appearance of a piece of the Midway Gate. Mario cannot interact with it.
  12. Glitchy part of the Goal Gate. It is attached to the Goal Gate itself.
  13. An empty Turn Block. If Mario hits it, it becomes a Used Block, but gives no item.
  14. A Prize Block with a Koopa Troopa inside. When it first comes out, it will be trapped in its shell. There are a few glitches with the shell: fireballs will pass through it, and sometimes the graphics don't show up or it'll glitch other graphics nearby.
  15. A Turn Block that acts like the Wooden Blocks from Super Mario Bros. 3. They can be hit from the side, and one version of releases a Feather. Its graphics are incorrect: when it's actually hit, a brown P-Switch appears for the animation.
  16. A Turn Block that acts like a cement block.
  17. A "large background area" that has no use, and is glitchy. Depending on the graphics tileset, this can show up as:
    1. A very large, very glitchy bush (grass levels)
    2. A bunch of X's (Switch Palaces and Yoshi's House)
    3. Castle rocks (castles)
    4. Glitchy line guides similar to the ones that elevators, saws, and Fuzzies ride on (athletic levels like Cheese Bridge Area)
    5. Glitchy rocks (underground levels)
    6. Glitchy porthole windows (Ghost Houses)
    7. An unknown glitchy object (unused Switch Palace 2)
    8. A glitchy canvas object (the Castle 2 tileset that was only used in Room #3 of Front Door)
    9. A glitchy cloud/bush-like object (forest and cloud levels like much of the Forest of Illusion)
    10. Glitchy clouds (the Ghost House 2 set that was only used at the entrance to Sunken Ghost Ship)
  18. A cage which would be used on an autoscrolling level. Mario would be held inside, and would have to dodge obstacles.
  19. An invisible object that would initiate a level that had both horizontal and vertical components. This is never seen in the final game, in which all levels must be either horizontal or vertical, but not both.
  20. A different version of the Skull Raft from Vanilla Dome 3. They are much harder to use than the skulls of the final game.
  21. A Purple Coin that acts as a normal Blue Coin. Hitting a P-Switch will turn these blue coins into pink blocks, however the code that transforms coins into solid blocks isn't applied to this type, and it can still be collected as normal.
  22. Through hacking methods, the No Yoshi level intro from castles/fortresses and Ghost Houses can be used in any level with the same effect. However, the castle or Ghost House front would be replaced by a "don't sign" with a Yoshi on it.
  23. Dino Rhinos may have once been intended to breathe fire like their smaller counterparts. Sprites for breathing can be seen in graphics files in tile editors.
  24. Glitchy part of the Midway Gate that cannot be interacted with.
  25. Hidden Blocks were to be a part of the game, but were scrapped for unknown reasons.
  26. Unused levels which play the final battle with Bowser themes.Template:Refneeded

In addition to the above, it appears that the game was intended to have translucency effects in use on some levels. These can be seen in some early screenshots, and are perfectly safe to use (aside from the fact that all Message Blocks will appear blank due to their text sharing some settings) when accessed by hacking the final game with Super Mario World hacking tools such as Lunar Magic. Otherwise, they are never used.

Unused map screen sprites

On the Map Screen, there were four sprites that were never used in the final game. All of them are accessible via certain hacking programs.

  1. A Lakitu which circles around Mario's head on the overworld map.
  2. A Blue Jay which flies around Mario's head like the Lakitu, but will follow him to the submaps, sans Vanilla Dome.
  3. An animated Piranha Plant.
  4. A Koopaling that doesn't look quite like any of the real Koopalings. It can force Mario to enter a level, like the Hand Traps of Super Mario Bros. 3. It ambushes Mario on the overworld. Because it was not finished, it corrupts Mario's position on the overworld map, and thus makes the game unplayable except for level 0, which is a never ending bonus game. Three copies of this sprite were actually used in the game. However, due to the specific setup of the overworld, players will never see them on an unmodified copy of Super Mario World.

Debug functions

Using the Super Mario World ROM and a hex editor, players may access debug functions that were left in the game. These include:

  1. The ability to cycle through Mario's different forms using +Control Pad up + Select Button.
  2. The ability to place Mario anywhere in a level using L Button + A Button. This can also be performed using a Game Genie code.
  3. The ability to play in slow motion.
  4. The ability to win a level with Start Button + Select Button.
  5. The ability to have infinite star power.
  6. The ability to change Yoshi's colors in the Overworld with Select Button.

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References

External links

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