Editing List of Super Mario World pre-release and unused content
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{{italic title|List of ''Super Mario World'' pre-release and unused content}} | {{italic title|List of ''Super Mario World'' pre-release and unused content}} | ||
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 [[Super Mario World: Super Mario Advance 2#Pre-release and unused content|here]]. | 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 [[Super Mario World: Super Mario Advance 2#Pre-release and unused content|here]]. | ||
==Unused | |||
#Tree 2-7 | ==Unused palette== | ||
#Grass 2, 3 | # Tree 2-7(5 Only Fore Clouds Used)<br> | ||
#Cave 0, 3 | # Grass 2,3<br> | ||
#Castle 0, 1, 5 | # Cave 0,3<br> | ||
#Ghost | # Castle 0,1,5<br> | ||
#Rope 0, 3, 4, 5, 6, 7 | # Ghost house 0,1,2,3,5,6,7<br> | ||
# Rope 0,3,4,5,6,7 | |||
==Early builds== | ==Early builds== | ||
===Magazine and TV previews=== | ===Magazine and TV previews=== | ||
[[Dinosaur Land]] was drastically different than the final version, possessing | [[Dinosaur Land]] was drastically different than the final version, possessing an [[Super Mushroom]]-like appearance, similar to the various kingdoms of ''Super Mario Bros. 3''. Specifically, it was to feature things such as [[Toad House]]s (which could possibly mean that [[Toad (species)|Toads]] were once considered to populate Dinosaur Land) and more ''Super Mario Bros. 3''-style [[Fortress]]es. In addition to this, the game originally had the subtitle "Super Mario Bros. 4" <ref>http://www.youtube.com/watch?v=MTzyz2TgGls</ref> | ||
<gallery> | <gallery> | ||
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===Test cartridges=== | ===Test cartridges=== | ||
[[Super Nintendo Entertainment System|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, [[Galoomba|Goomba]]s would have been [[stomp]]able like their [[Goomba|older counterpart]]s, and [[Fire Piranha Plant|Venus Fire Trap]]s 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|Caped 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. | [[Super Nintendo Entertainment System|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, [[Galoomba|Goomba]]s would have been [[stomp]]able like their [[Goomba|older counterpart]]s, and [[Fire Piranha Plant|Venus Fire Trap]]s 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|Caped 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. | ||
<div align="center" style="margin-left:25%;margin-right:25%">[[File:Unused_Super_Mario_World_Sprites.gif|center]] | <div align="center" style="margin-left:25%;margin-right:25%">[[File:Unused_Super_Mario_World_Sprites.gif|center]] | ||
<div>Some of the unused sprites in the SNES Test Program. Notice the Super Leaf, a ''Super Mario Bros. 3'' lookalike Fire Flower | <div>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.</div></div> | ||
===Sprite documents=== | ===Sprite documents=== | ||
In | In a recent interview, the developers of ''Super Mario World'' revealed two pictures depicting early sprite tiles for the game. It is also worth noting that [[Nipper Plant]]s, [[Chain Chomp]]s, [[Sledge Bro]]thers, and [[Hammer Bro]]thers are present on the sheet, the last of which is inconsistently shown with or without shoes between frames, showing that these sprites were not considered complete even before scrapping. Alongside this, green and yellow blob-like creatures were also shown. It is likely that the blobs would have been early versions of [[Baby Yoshi]]s. Additionaly, a full-grown [[Yoshi]] is shown with a head similar to the final version's Baby Yoshis, and that [[Mario]] was originally going to punch Yoshi's head in order for him to either extend his tongue or breathe fire. A ''[[Super Mario Bros. 3]]''-styled [[Lift]] is also shown among the early sprites. Other sprites included a black ball-shaped creature with white eyes and two stick-like feet, a red [[Power Balloon]], a more on-model [[Cheep Cheep]], and circular and square variations of the [[Triangular Block]].<ref>GameXplain. (September 28, 2017). [https://www.youtube.com/watch?v=94zDkFa4dIU Bizarre Early Yoshi Design Revealed by Super Mario World's Developers (and Yoshi Abuse?!)]. ''YouTube''. Retrieved September 28, 2017.</ref> | ||
<gallery> | <gallery> | ||
SMW Preliminary Sheets.jpg | SMW Preliminary Sheets.jpg | ||
</gallery> | </gallery> | ||
==Unused data== | ==Unused data== | ||
===Unused levels=== | ===Unused levels=== | ||
Among the data on the ''Super Mario World'' ROM, there are many levels that did not make it into the released game. The majority of these are not referenced by the game's level pointer table, which means that a standard copy of ''Super Mario World'' | Among the data on the ''Super Mario World'' ROM, there are many levels that did not make it into the released game. The majority of these are not referenced by the game's level pointer table, which means that a standard copy of ''Super Mario World'' won't be able to play them, even though their data is present. It also means that most of them don't have names, and those are listed here by their address in the ROM. | ||
====Red Switch Palace==== | ====Red Switch Palace==== | ||
There is an unused [[Switch Palace]] to the left of [[Valley of Bowser 3]]. Since it leads to an "empty" level, it is probable that it was scrapped early in development. Beating the Secret Exit of Valley of Bowser 3 would cause Mario to walk to this switch palace, except that Valley of Bowser 3 has no secret exit, and there is no path for Mario to walk on. This glitches the game, causing the player to be teleported to level 00 and get trapped in an endless [[ | There is an unused [[Switch Palace]] to the left of [[Valley of Bowser 3]]. Since it leads to an "empty" level, it is probable that it was scrapped early in development. Beating the Secret Exit of Valley of Bowser 3 would cause Mario to walk to this switch palace, except that Valley of Bowser 3 has no secret exit, and there is no path for Mario to walk on. This glitches the game, causing the player to be teleported to level 00 and get trapped in an endless [[Bonus Game (Super Mario World)|Bonus Game]]. If the player finds a way onto the [[Switch]], the level ''can'' be entered; it is nearly identical to the well-known TEST level, although it has a garbled background. | ||
====Level 0x30200==== | ====Level 0x30200==== | ||
Probably the most famous of the unused levels, this is also one of the few referenced in the pointer table. Actually, around half of the references are directed to this level. Due to this, this was one of the first unused levels discovered. The actual level is a short plain with ''TEST'' spelled out in turn blocks in the sky. At the end is an arrow pointing into a small hole, and Mario will die if he goes down this hole. Mario will also receive a 1-up if he either walks to the end of the level, or slides down the side of the first ''T'', but he cannot receive both. In the copy that was originally discovered, Yoshi could not enter the level; however, this is specific to that copy - it is not a property of the level as a whole. This level is also most likely a placeholder as once one looks at the ROM they will see there are over 60 copies of the level with no changes. | Probably the most famous of the ''SMW'' unused levels, this is also one of the few referenced in the pointer table. Actually, around half of the references are directed to this level. Due to this, this was one of the first unused levels discovered. The actual level is a short plain with ''TEST'' spelled out in turn blocks in the sky. At the end is an arrow pointing into a small hole, and Mario will die if he goes down this hole. Mario will also receive a 1-up if he either walks to the end of the level, or slides down the side of the first ''T'', but he cannot receive both. In the copy that was originally discovered, Yoshi could not enter the level; however, this is specific to that copy - it is not a property of the level as a whole. This level is also most likely a placeholder as once one looks at the ROM they will see there are over 60 copies of the level with no changes. | ||
====Level 0x313E5==== | ====Level 0x313E5==== | ||
This is actually the (used) level [[Donut Plains 1]]. However, it appears 3 times in the level pointer table. Once at level number 0x15, the copy used in-game, once at 0x16, a duplicate, and once at 0x17. It is this last one that is most likely to be a remnant of early game builds, as it is paired with a garbled background, and has the name #2 [[Morton Koopa Jr.|MORTON]]'S PLAINS. (The garbled background is the same one used in [[Yoshi's Island 1]]; switching to its tileset with a level editor fixes the background glitch, but a glitchy palette still remains.) This name is also attached to one of the copies of Level 0x30200 | This is actually the (used) level [[Donut Plains 1]]. However, it appears 3 times in the level pointer table. Once at level number 0x15, the copy used in-game, once at 0x16, a duplicate, and once at 0x17. It is this last one that is most likely to be a remnant of early game builds, as it is paired with a garbled background, and has the name #2 [[Morton Koopa Jr.|MORTON]]'S PLAINS. (The garbled background is the same one used in [[Yoshi's Island 1]]; switching to its tileset with a level editor fixes the background glitch, but a glitchy palette still remains.) This name is also attached to one of the copies of Level 0x30200 | ||
====Level 0x382C3==== | ====Level 0x382C3==== | ||
This is a test for a special kind of slope that fixes a bug in the code. It is referenced in the pointer table as Level 0x108. Like 0x17, it has a garbled background, but switching to a certain unused tileset (see [[#Unused level components]] below) will fix the background. | This is a test for a special kind of slope that fixes a bug in the code. It is referenced in the pointer table as Level 0x108. Like 0x17, it has a garbled background, but switching to a certain unused tileset (see [[#Unused level components]] below) will fix the background. | ||
====Level 0x30263==== | ====Level 0x30263==== | ||
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====Level 0x302BD==== | ====Level 0x302BD==== | ||
This level contains the mushroom scales from [[Butter Bridge 1]]. However, they | This level contains the mushroom scales from [[Butter Bridge 1]]. However, they aren't functioning correctly. It also contains ''[[Super Mario Bros. 3]]'' style [[Piranha Plant]]s. However, they have slightly glitched graphics, which causes them to have an upside-down flopping Cheep Cheep with an incorrect palette instead of a stem. | ||
====Level 0x30338==== | ====Level 0x30338==== | ||
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====Level 0x3059C==== | ====Level 0x3059C==== | ||
A small room with two stone cubes, two [[Hothead]]s, and two [[ | A small room with two stone cubes, two [[Hothead]]s, and two [[Li'l Sparky|Lil' Sparkies]]. Possibly a level to test the Hothead and Li'l Sparky enemy data. | ||
====Level 0x305AB, 0x30701==== | ====Level 0x305AB, 0x30701==== | ||
An early version of [[6 Wendy's Castle|#6 Wendy's Castle]]. It differs little from the final version. | An early version of [[6 Wendy's Castle|#6 Wendy's Castle]]. It differs little from the final version. | ||
====Level 0x3073D==== | ====Level 0x3073D==== | ||
An area with one pipe and a long stretch of ground. Due to the music, it is likely that it was supposed to become an underwater stage. Note that the pipe is a brownish-gray color. | An area with one pipe and a long stretch of ground. Due to the music, it is likely that it was supposed to become an underwater stage. Note that the pipe is a brownish-gray color. | ||
====Level 0x30875==== | ====Level 0x30875==== | ||
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====Level 0x38260==== | ====Level 0x38260==== | ||
Another unused Ghost House exit. This one has some clouds, but the Giant Gate tape is erroneously placed too far from the base. | Another unused Ghost House exit. This one has some clouds, but the Giant Gate tape is erroneously placed too far from the base. | ||
====Level 0x38281==== | ====Level 0x38281==== | ||
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====Level 0x30584==== | ====Level 0x30584==== | ||
A castle-themed level in which an enterable pipe lies adjacent to a large hole. For | A castle-themed level in which an enterable pipe lies adjacent to a large hole. For some reason, this level is 5.5 times longer than the accessible portion. | ||
<gallery> | <gallery> | ||
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===Unused level components=== | ===Unused level components=== | ||
In some cases, some objects were left in the game's code that were never used in a level. | In some cases, some objects were left in the game's code that were never used in a level. | ||
#There are three unused graphics tilesets, two for objects and one for sprites. | # There are three unused graphics tilesets, two for objects and one for sprites. | ||
##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. | ## 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. | ||
##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]], [[Yoshi's Island 4|4]], and much of [[Chocolate Island]]. This allows for the possibility of rocky levels similar to those of [[World 6 (New Super Mario Bros.)|World]] [[World 6 (New Super Mario Bros. Wii)|6]] in ''[[New Super Mario Bros.]]'' and ''[[New Super Mario Bros. Wii]]''. Unused level 0x382C3, mentioned above, will have its glitchy background fixed if it | ## 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]], [[Yoshi's Island 4|4]], and much of [[Chocolate Island]]. This allows for the possibility of rocky levels similar to those of [[World 6 (New Super Mario Bros.)|World]] [[World 6 (New Super Mario Bros. Wii)|6]] in ''[[New Super Mario Bros.]]'' and ''[[New Super Mario Bros. Wii]]''. 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]]. | ||
##The unused sprite set is simply labeled "Not Used" and combines two generic graphics files: one with the data for [[Chargin' Chuck]]s and the [[Amazing Flyin' Hammer Brother]] and one that | ## The unused sprite set is simply labeled "Not Used" and combines two generic graphics files: one with the data for [[Chargin' Chuck]]s and the [[Amazing Flyin' Hammer Brother]] and one that's generally used for foreground graphics, such as [[Warp Pipe|pipes]], cement blocks, [[! Block]]s, and [[Bill Blaster|the Bullet Bill cannon]]. | ||
#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]]. | #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]]. | ||
#The "Swooper Death Bat Ceiling". This is an object that generates a cloud of [[Swoop]]ers, 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. | #The "Swooper Death Bat Ceiling". This is an object that generates a cloud of [[Swoop]]ers, 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. | ||
#A | #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. | ||
#A [[Red Coin]] similar to the above, but worth 5 coins, much like in ''[[Mario Party DS]]''. | #A [[Red Coin]] similar to the above, but worth 5 coins, much like in ''[[Mario Party DS]]''. | ||
#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. | #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. | ||
#A flying key, which for | #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. | ||
#Several unused decorative grass objects. Most of them are glitchy. | #Several unused decorative grass objects. Most of them are glitchy. | ||
#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. | #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. | ||
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#Glitchy part of the [[Giant Gate]]. It is attached to the Giant Gate itself. | #Glitchy part of the [[Giant Gate]]. It is attached to the Giant Gate itself. | ||
#An empty Rotating Block. If Mario hits it, it becomes an [[Empty Block]], but gives no item. | #An empty Rotating Block. If Mario hits it, it becomes an [[Empty Block]], but gives no item. | ||
#A [[? Block|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 | #A [[? Block|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. | ||
#A Rotating Block that acts like the [[Hard Block|Wood Block]]s from ''[[Super Mario Bros. 3]]''. They can be hit from the side, and one version of releases a [[Cape Feather]]. Its graphics are incorrect: when it | #A Rotating Block that acts like the [[Hard Block|Wood Block]]s from ''[[Super Mario Bros. 3]]''. They can be hit from the side, and one version of releases a [[Cape Feather|Feather]]. Its graphics are incorrect: when it's actually hit, a brown [[P Switch]] appears for the animation. | ||
#A Rotating Block that acts like a cement block. | #A Rotating Block that acts like a cement block. | ||
#A "large background area" that has no use, and is glitchy. Depending on the graphics tileset, this can show up as: | #A "large background area" that has no use, and is glitchy. Depending on the graphics tileset, this can show up as: | ||
##A very large, very glitchy bush (grass levels) | ## A very large, very glitchy bush (grass levels) | ||
##A bunch of X's ([[Switch Palace]]s and [[Yoshi's House]]) | ## A bunch of X's ([[Switch Palace]]s and [[Yoshi's House]]) | ||
##Castle rocks (castles) | ## Castle rocks (castles) | ||
##Glitchy line guides similar to the ones that elevators, saws, and [[Fuzzy|Fuzzies]] ride on (athletic levels like [[Cheese Bridge Area]]) | ## Glitchy line guides similar to the ones that elevators, saws, and [[Fuzzy|Fuzzies]] ride on (athletic levels like [[Cheese Bridge Area]]) | ||
##Glitchy rocks (underground levels) | ## Glitchy rocks (underground levels) | ||
##Glitchy porthole windows ([[Ghost House]]s) | ## Glitchy porthole windows ([[Ghost House]]s) | ||
##An unknown glitchy object (unused Switch Palace 2) | ## An unknown glitchy object (unused Switch Palace 2) | ||
##A glitchy canvas object (the Castle 2 tileset that was only used in Room #3 of [[Front Door]]) | ## A glitchy canvas object (the Castle 2 tileset that was only used in Room #3 of [[Front Door]]) | ||
##A glitchy cloud/bush-like object (forest and cloud levels like much of the Forest of Illusion) | ## A glitchy cloud/bush-like object (forest and cloud levels like much of the Forest of Illusion) | ||
##Glitchy clouds (the Ghost House 2 set that was only used at the entrance to [[Sunken Ghost Ship]]) | ## Glitchy clouds (the Ghost House 2 set that was only used at the entrance to [[Sunken Ghost Ship]]) | ||
#A cage which would be used on an autoscrolling level. Mario would be held inside, and would have to dodge obstacles. | #A cage which would be used on an autoscrolling level. Mario would be held inside, and would have to dodge obstacles. | ||
#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. | #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. | ||
#A different version of the Skull Raft from [[Vanilla Dome 3]]. They are much harder to use than the skulls of the final game. | #A different version of the Skull Raft from [[Vanilla Dome 3]]. They are much harder to use than the skulls of the final game. | ||
#A [[Blue Coin]], acting as the ones from ''[[Super Mario Bros. 3]]''. Hitting a P Switch will turn these blue coins into magenta blocks; however, the code that transforms coins into solid blocks | #A [[Blue Coin]], acting as the ones from ''[[Super Mario Bros. 3]]''. Hitting a P Switch will turn these blue coins into magenta blocks; however, the code that transforms coins into solid blocks isn't applied to this type, and it can still be collected as normal. | ||
#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. | #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. | ||
#[[Dino | #[[Dino Rhino]]s may have once been intended to breathe fire like their [[Dino Torch|smaller counterparts]]. Sprites for breathing can be seen in graphics files in tile editors. The idea would be used in ''[[Paper Mario: Color Splash]]'' 26 years later. | ||
#Glitchy part of the [[Midway Gate]] that cannot be interacted with. | #Glitchy part of the [[Midway Gate]] that cannot be interacted with. | ||
#Unused levels which play the final battle with Bowser themes.{{ref needed}} | #Unused levels which play the final battle with Bowser themes.{{ref needed}} | ||
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 Block]]s 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. | |||
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 Block]]s will appear blank due to their text sharing some settings) when accessed by hacking the final game with | |||
<gallery> | <gallery> | ||
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SMWbetabat.gif|The blue Swoopers replaced by Boos | SMWbetabat.gif|The blue Swoopers replaced by Boos | ||
SMWbetamushroom.gif|Flying Golden Mushroom | SMWbetamushroom.gif|Flying Golden Mushroom | ||
SMWbetacoin.gif|Flying | SMWbetacoin.gif|Flying Red Coin | ||
SMWbetaplant.gif|Unfinished Piranha Plant | SMWbetaplant.gif|Unfinished Piranha Plant | ||
SMWbetadoor.png|The unused small door | SMWbetadoor.png|The unused small door | ||
SMWNoYoshi2.png|The unused "No Yoshi" Sign. | SMWNoYoshi2.png|The unused "No Yoshi" Sign. | ||
SMWGlitchyBG.png|The unused glitchy bush object. | SMWGlitchyBG.png|The unused glitchy bush object. | ||
Lunartnew.gif|The unused transculent mode seen in early photos | Lunartnew.gif|The unused transculent mode seen in early photos. | ||
DinoRhinoBreathing.png|Unused sprites for Dino | DinoRhinoBreathing.png|Unused sprites for Dino Rhinos. | ||
SMWUnusedTileset.png|The unused "Switch Palace 2" tileset header | SMWUnusedTileset.png|The unused "Switch Palace 2" tileset header. | ||
</gallery> | </gallery> | ||
===Unused map screen sprites=== | ===Unused map screen sprites=== | ||
[[File:SMW Revealing the Hidden Koopalings.png|thumb|Overworld where the unused Koopaling sprites appear.]] | [[File:SMW Revealing the Hidden Koopalings.png|thumb|right|Overworld where the unused Koopaling sprites appear.]] | ||
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. | 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. | ||
#A [[Lakitu]] which circles around Mario's head on the overworld map. | #A [[Lakitu]] which circles around Mario's head on the overworld map. | ||
#A | #A Blue Jay which flies around Mario's head like the Lakitu, but will follow him to the submaps, sans [[Vanilla Dome]]. | ||
#An animated Piranha Plant. | #An animated Piranha Plant. | ||
#A | #A Koopaling that doesn't look quite like any of the real Koopalings. It can force Mario to enter a level, like the [[World 8-Hand Traps|Hand Trap]]s 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''. | ||
<gallery> | <gallery> | ||
SMW Unused Lakitu.gif|[[Lakitu]] | SMW Unused Lakitu.gif|[[Lakitu]] | ||
SMW Unused Blue Jay.gif|Blue | SMW Unused Blue Jay.gif|Blue Jay | ||
SMW Unused Piranha Plant.gif|[[Piranha Plant]] | SMW Unused Piranha Plant.gif|[[Piranha Plant]] | ||
SMW Unused Koopaling.gif|[[ | SMW Unused Koopaling.gif|[[Koopaling]] | ||
</gallery> | </gallery> | ||
===Debug functions=== | ===Debug functions=== | ||
Using the ''Super Mario World'' ROM and a hex editor, players may access debug functions that were left in the game. | Using the ''Super Mario World'' ROM and a hex editor, players may access debug functions that were left in the game. These include: | ||
#The ability to cycle through Mario's different forms using {{button|snes|Pad}} up + {{button|snes|select}}. | #The ability to cycle through Mario's different forms using {{button|snes|Pad}} up + {{button|snes|select}}. | ||
#The ability to place Mario anywhere in a level using {{button|snes|L}} + {{button|snes|A}}. This can also be performed using a Game Genie code. | #The ability to place Mario anywhere in a level using {{button|snes|L}} + {{button|snes|A}}. This can also be performed using a Game Genie code. | ||
#The ability to play in slow motion. | #The ability to play in slow motion. | ||
#The ability to win a level with {{button|snes|start}} + {{button|snes|select}}. If the player holds {{button|snes|A}} or {{button|snes|B}} while doing this, they | #The ability to win a level with {{button|snes|start}} + {{button|snes|select}}. If the player holds {{button|snes|A}} or {{button|snes|B}} while doing this, they'll reach the secret exit of the level. | ||
#The ability to have infinite star power. | #The ability to have infinite star power. | ||
#The ability to change [[Yoshi]] | #The ability to change [[Yoshi|Yoshi's]] colors in the Overworld with {{button|snes|select}}. | ||
<ref>http://www.smwcentral.net/?p=map&type=rom</ref> | |||
==References== | ==References== | ||
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*[http://www.youtube.com/watch?v=fyvMHre2xlk YouTube- Unused soundtrack and sprites] | *[http://www.youtube.com/watch?v=fyvMHre2xlk YouTube- Unused soundtrack and sprites] | ||
*[http://www.youtube.com/watch?v=NAThIRG3nPc YouTube - A hack featuring remakes of levels from various pre-release builds] | *[http://www.youtube.com/watch?v=NAThIRG3nPc YouTube - A hack featuring remakes of levels from various pre-release builds] | ||
{{Pre-release and unused content}} | {{Pre-release and unused content}} | ||
{{SMW}} | {{SMW}} |