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 palettes== | ==Unused palettes== | ||
#Tree 2-7 | # Tree 2-7 | ||
#Grass 2, 3 | # Grass 2, 3 | ||
#Cave 0, 3 | # Cave 0, 3 | ||
#Castle 0, 1, 5 | # Castle 0, 1, 5 | ||
#Ghost House 0, 1, 2, 3, 5, 6, 7 | # Ghost House 0, 1, 2, 3, 5, 6, 7 | ||
#Rope 0, 3, 4, 5, 6, 7 | # 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 a [[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)|Toad]]s 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''", as it was the next official '' | [[Dinosaur Land]] was drastically different than the final version, possessing a [[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)|Toad]]s 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''", as it was the next official ''Mario'' platformer on a console after ''Super Mario Bros. 3''.<ref>http://www.youtube.com/watch?v=MTzyz2TgGls</ref> | ||
<gallery> | <gallery> | ||
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<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 an 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. Additionally, 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> | In an 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. Additionally, 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> | ||
Later, in late July of 2020, the source code for many prototypes of [[Super Nintendo Entertainment System|Super Nintendo]] games were dumped online, and | |||
Later, in late July of 2020, the source code for many prototypes of [[Super Nintendo Entertainment System|Super Nintendo]] games were dumped online, and include many sprites showing various entities in different stages of creation, as well as wholly unused concepts. | |||
<gallery> | <gallery> | ||
SMW Raccoon Mario.png|Early Mario and Raccoon Mario sprites | SMW Raccoon Mario.png|Early Mario and Raccoon Mario sprites | ||
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SMW Old Yoshi.png|Sprite sheet showing an old Yoshi | SMW Old Yoshi.png|Sprite sheet showing an old Yoshi | ||
SMW Early Sprite Sheet.png|An early sheet of [[Small Mario]] | SMW Early Sprite Sheet.png|An early sheet of [[Small Mario]] | ||
SMW BigBass TorpedoTiny.png|An early sheet with [[ | SMW BigBass TorpedoTiny.png|An early sheet with [[Boss Bass]] and a [[Bullet Bill]]-sized version of [[Torpedo Ted]] | ||
SMW KingsizedBanzaiBill.png| | SMW KingsizedBanzaiBill.png|An early [[Banzai Bill]] or larger version | ||
SMW_EarlyMaskKoopa.png|An early sheet with [[Mask Koopa]]s' masks being generic instead of resembling Mario's head, as well as traditional-type [[Goomba]]s | SMW_EarlyMaskKoopa.png|An early sheet with [[Mask Koopa]]s' masks being generic instead of resembling Mario's head, as well as traditional-type [[Goomba]]s | ||
SMW CaplessMario PrincessPeanut.png|An early sheet of [[Mario Cap|cap]]less Mario and [[Princess Peach|Princess Toadstool]] | SMW CaplessMario PrincessPeanut.png|An early sheet of [[Mario Cap|cap]]less Mario and [[Princess Peach|Princess Toadstool]] | ||
SMW FlowerPerson.png|A flower-headed, [[Toad (species)|Toad]]-like creature, supposedly meant for the [[Fall]] theme of [[Piranha Plant]]</gallery> | SMW FlowerPerson.png|A flower-headed, [[Toad (species)|Toad]]-like creature, supposedly meant for the [[Fall]] theme of [[Piranha Plant]]</gallery> | ||
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====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==== | ||
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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. Despite being a castle-themed level, its background is completely black, like the first room of #4 Ludwig's Castle. | ||
====Level 0x305AB, 0x30701==== | ====Level 0x305AB, 0x30701==== | ||
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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 is switched to this tileset; the background is the same one used in [[Chocolate Island 3]] and [[Mondo]]. | ## 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 is 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 is generally used for foreground graphics, such as [[Warp Pipe|pipes]], cement blocks, [[! Block]]s, and [[Bill Blaster| | ## 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 is 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. | ||
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#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. | ||
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#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 is not applied to this type, and it can still be collected as normal. | #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 is not 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 ''Super Mario World'' hacking tools such as Lunar Magic. Otherwise, they are never used. | ||
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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 blue jay which flies around Mario's head like the Lakitu, but will follow him to the submaps, sans [[Vanilla Dome]]. | #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 [[Koopa (species)|Koopa]] that | #A [[Koopa (species)|Koopa]] that does not look quite like any of the 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]] | ||
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#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 will reach the secret exit of the level. | #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 will 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}}. | ||
==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}} |