Super mario world rom

Super mario world rom

Download Super Mario World ROM

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About Super Mario World Game

why is the ground so slippery? what are they slipping on? raw sewage? turtle guts? blood of the countless plumbers who found the end of the road in the new york underground? anyway, this is a fantastic game. it tells the story of mario and luigi, who must fight their way through the sewers, infested with rabid animals, in order to get their paycheck. there is a very rich story here, which gets more and more emotional as it unfolds. i’m not gonna spoil it for you, but just let it be known that you’ll want a box of tissues for this one. fantastic writing coupled with outstanding gameplay make this a cult classic 8 people found this helpful.

Eternal Classic for your enjoyment. 😉

its so good thank you retrostic

Written by rayan zohair

A fantastic game for beginners and veterans

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Mario and Luigi on a mission to save the princes.

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Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

ParametersValues
File Name:Super Mario World (USA).zip
Console/System:SNES
Genre:Action
Filesize:337.59KB
Region:Japanese
Year of release:1990
Downloads:29292

Super Mario World ROM Download for SNES

Super Mario World is one of the oldest games which were developed by Nintendo in 1990. It was the first Mario game for Super Nintendo Entertainment System and was designed to make most of the console’s specialized features.

Game Plot

The story follows the quest of Mario to save Princess Peach and Dinosaur Land from the villain of the series Bowser and his minions called the Koopalings. The player can control either one of the main leads, Mario or Luigi. Also, the game has got similar gameplay to its earlier versions of the game in the Super Mario series, which are the Super Mario Bros, Super Mario Bros. 2, and Super Mario Bros. 3, additionally with new elements.

Gameplay

The game has 96 levels to exist in total, and the player can fly or float with the help of power-ups rather than just running and jumping. In the overworld map, the player can see the several paths which lead from the world’s entrance to the castle. All the tracks connect to action panels, ghost houses, fortresses, and other places, which allow the players to take different routes to their destined world’s objective.

Best Emulator for Super Mario World ROM

For playing Super Mario World Rom, you need to install an emulator called Super Nintendo Entertainment System on your device. Under the Super Nintendo Entertainment System, Snes9x is the best emulator, which has high compatibility. Even RetroArch is excellent for your device as it supports MAC, Windows PC, and even Android. This software provides a refined interface for the user to play a wide variety of games, making it effortless to use and play.

Similar Games

There are quite a lot of games like Super Mario World, which you might love playing. Here are three of them:

Скачать игру Super Mario World бесплатно с эмулятором от Супер Нинтендо (SNES, Super Nintendo)

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Скачать игру Super Mario World (340.18 Кб.)

Выдающиеся игрушка, в которую играл, наверное каждой второе человек живущей на этой планете. В игре почти не чего не изменилось, если только добавилось уровней и усложнилось степень прохождения уровней.

Как скачать и играть:

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Нравится игра «Super Mario World»? Напиши свою версию обзора. Для этого заполни поля комментария ниже и отметь галочкой, что хочешь сделать свой обзор.

Обзоры игры от пользователей:

Shendary (8 сентября 2009 00:01)

Сергей (28 февраля 2009 10:39)

Super Mario World — культовая компьютерная игра в жанре платформера, разработанная Nintendo для Super Nintendo Entertainment System. Игра имела громадный успех, став бестселлером для этой приставки, по всему миру было продано более 20 млн экземпляров этой игры. Игра была одной из стартовых для этой консоли, вместе с Pilotwings и F-Zero. Вышла 21 ноября 1990 года в Японии, 13 августа 1991 года в США и 11 апреля 1992 года в Европе. Сюжет: Главный герой игры — водопроводчик Марио. Злодей Боузер похищает принцессу и заточает динозавра Йоши в яйцо. Марио освобождает Йоши и верхом на нём отправляется к замку Боузера спасать принцессу. Врагами на пути являются черепахи, броненосцы и другие животные. В игре есть много скрытых секретов, в том числе: сокращения пути, зоны с дополнительными жизнями.

Super Mario World (SNES)

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Super Mario World is the first Mario game on the SNES, rushed and hacked together in time for release.

Despite that, it’s considered a high point of the franchise, partly due to the ridiculous amount of non-linearity and secrets within the levels. Also, Yoshi.

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Содержание

Sub-Pages

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Unused Sound

An unused sound that would be repurposed in Yoshi’s Island for when the player hits Expansion Blocks, unlocks levels, and jumps on Fat Guys. Used in the ys_romX_0 build for when the player stomps on Georgette Jellies.

Unused Level Modes

Layer 1 horizontal into Layer 2 vertical

When this object is put into a level, the level will start out with a horizontal Layer 1 section, then transition into a vertical Layer 2 section. It only functions in levels with the layout mode set to 05 or 06.

Translucent Levels

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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.

The layer 3 image is the slow left-scrolling rocks.

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.

Duplicate Horizontal Layer 2 Level

Level mode: 0F
Duplicate of level mode 01, but moves layers 1&2 at the subscreen.

Silver P-Switch Oddity

Pressing a silver P-Switch will turn Munchers (Map16 Tile 12F) into coins, as it does for most other enemies. None of the levels have an opportunity to do this, however.

Oddities

Older Level Layout Leftovers

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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. This oddity does not exist in the GBA remake.

Extra Warp Data

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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 takes the player to the same exit. This was done to fix a bug with the secret exit pipe: if Mario enters the pipe while riding Yoshi, he’ll be just high enough (by a single pixel!) to be on the next screen up. Instead of just, say, moving the pipe down a block, they instead duplicated the warp pipe data.

Unused Red Switch Palace

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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.

Boss Door

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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.

Overworld Paths

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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:

Reserve Starman

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

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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. The rounded part was overwritten at sometime in development, but the graphics were recovered from the 2020 gigaleak here.

Unused Bonuses

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:

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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. However, they can be seen in the SNES Test Program, as shown above.

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.

Post-Special World Galoomba

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Extracting the graphic files through Lunar Magic and viewing them through YY-CHR, the GFX31, which contains the Special World changed enemies, has an unmodified duplicate of the Galoomba graphics, which are actually used by the game when the Special World has been cleared. It’s possible that at one point, clearing the Special World would have made these enemies change appearance drastically just like they did on the GBA remake. They don’t have similar sprites for the falling through parachutes graphics on the graphics bank however, so using non-identical graphics for the enemy in this graphic file would cause both designs to clash.

Developer’s Tools

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. This was removed in the European version.

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 Koopaling» scene, you can view the credits.

Power-Up Select

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. This was removed in the European version.

Yoshi Select

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 allow 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, or hold A or B while pressing Select to complete the level via the secret goal, if the level has one.

Star World from Yoshi’s House

The Game Genie code EDB7-0FBD allows you to reach Star World from Yoshi’s House. Press Select while on Yoshi’s House to be transported to Star World 1.

Overworld Free Movement

The Game Genie codes 0ABB-6D9D CEBB-6DBD B4BB-6D2D allow you to walk on not-yet-revealed paths and enter not-yet-revealed levels. However, you cannot pass through locked doors.

Used but Hidden Content

Invisible 1-Up Triggers

Super Mario World has a little-known category of secrets, where having Mario touch four invisible and silent trigger points in a level in the correct order will cause a 1-Up to spawn.

The only way to discover these in-game is to stumble across them by chance (some are much more obscure than others), but Lunar Magic’s level editor will show their locations on maps that include them.

There are 15 of these accessible in the game:

Level IDEnglish Level NameLocation
006Donut Plains 4Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
010Cookie MountainSuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
015Donut Plains 1Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
01A#6 Wendy’s CastleSuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
024
(Address: 0x36BFB)
Chocolate Island 2Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
0E0Vanilla FortressSuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
0E7#2 Morton’s CastleSuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
102Yoshi’s Island 4Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
107Vanilla Ghost HouseSuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
110#7 Larry’s CastleSuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
119Vanilla Dome 4Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
123Forest of Illusion 3Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
12AGnarlySuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
1E3Valley of Bowser 2Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
Various‘TEST’ MapSuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

«Valley of Bowser 2» is the only level to contain more than one set of triggers (other than the unused «test» maps), but once one has been collected, the other is deactivated as well.

Big Boo Peek Frame

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It’s relatively well known that if you stare down a Boo Buddy for approximately eight (real-time) seconds, it’ll briefly make a face at you. (These frames are also used for other Boo-related enemies, like Circling Boo Buddies.)

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However, less widely known is that Big Boos also have a similar behavior. They, however, require you to wait for approximately 16 real-time seconds before reacting, double the time.

Big Red Dot Levels

The popular theory of levels that are represented as a big dot in the overworld map is that these are long levels, but some levels don’t actually meet this criteria. Big red dotted levels actually seem to represent big split points, meaning they have secret exits leading to alternate routes that have fortresses which can’t be reached through the main route:

None of this applies to the only yellow big dotted level in the game, Vanilla Dome 3, which still remains a mystery.

20 Best Super Mario World ROM Hacks

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Super Mario World. Easily one of the most iconic Mario games, and quite possibly one of the best SNES games ever released.

It offers crisp graphics and some of the best level-design from platformers of that era.

That said, even the most fervent fans of the series are bound to want something new after all this time. Enter ROM hacks.

If you want to relive the fight against Bowser and his Koopalings, but Mario Maker just isn’t cutting it, then our ranking here covers all the best Super Mario World ROM hacks that you can find online.

20. Super Mario World: Odyssey

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Let’s start our ranking with one of the most unusual and frankly hilarious ROM hacks I’ve ever seen, and one that shows you the potential of these fan-made projects.

Super Mario World: Odyssey is a mash-up between SMW and Mario’s most recent adventure on the Nintendo Switch, Super Mario Odyssey.

Like in the latter, Mario is accompanied by Cappy, his talking cap, which he can throw to use as a platform. Or yes, use to possess other characters.

Not only can you take control of Koopas and Banzai Bills, but even some moving platforms and even information blocks. It’s insane!

Though not fully completed, it’s still playable and available for download.

19. SMW 2 Player Co-Op Quest

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Taking turns to play Super Mario World is an experience anyone with a SNES went through at some point in their lives.

While the charm of such an arrangement is indisputable, wouldn’t it be cool if you could play with a friend at the same time?

That’s precisely what SMW 2-Player Co-Op Quest offers. Although in a bit of an unexpected way.

Instead of just spawning a second character to go through the levels with Mario, this allows your P2 of choice to control Mario’s enemies on screen.

At first you’ll have fun sabotaging each other. But as the game progresses, clearing this hack’s levels will require careful cooperation.

18. Dr. Mario World Redrawn

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Take control of Dr. Mario – or Wario, if you’re so inclined – and make your way inside your patients to beat the viruses afflicting them.

With lots of crisp custom visuals and interesting gameplay, this medical adventure will keep you entertained for a while.

The only downside to this great-looking hack is its somewhat repetitive level design. But that should only be a problem if you’ve been playing SMW for way too long.

17. Banzai Mario World

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By now, most people interested in ROM hacking knows of Kaizo hacks consisting of hyper-difficult levels that only the most skilled gamers have a chance at beating.

Banzai Mario World is known as a Kaizo Light, offering significant challenges but in a more manageable fashion.

This specific hack also has a very well-planned learning curve that’ll help you become acquainted with Kaizo staples and develop your skills.

This hack is also one of the longest, most complete Kaizo-like releases. It comes with consistently good level design and very polished graphics so it’s really fun to play as well.

16. Brutal Mario

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Also notorious for its intense difficulty is Brutal Mario, a 10-hour long adventure with a fantastic soundtrack, good-looking custom graphics, and varied level design.

One of the hack’s most appreciated and unique features is the number of references to other classic franchises such as Final Fantasy, Kirby, and even Donkey Kong Country. It even includes a boss fight against King K.Rool!

15. Item Abuse 3

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One of the most well-known hacks in the history of SMW is Item Abuse, a sort of Kaizo-level challenge demanding you to make extensive use of every single item in each level so you can reach the final flag.

And I don’t mean “normal” use.

This hack expects you to break the game by exploiting interactions, like throwing items against walls and picking them back up in mid-air to re-set your jump and the like.

With its third release, the developer decided to increase the difficulty to a point where even they have just managed to clear it once. So look forward to a lot of frustration.

14. ‘the (Coronation Day)

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Also known as Coronation Day, this ROM hack is more of a storytelling device rather than a Super Mario game. It’s a sort of playable creepypasta.

It’s one of the best horror/creepy SMW hacks out there.

Rather than frightening you with jumpscares, this game focuses on creating a profoundly unsettling ambiance with its soundtrack and disturbing imagery.

It’s pretty short. But it has multiple endings, and re-playing it is also part of the game mechanics – a bit like Doki Doki Literature club.

13. Kaizo Mario World

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Next up we have the hack that started a revolution.

This modified version of SMW was made by a Japanese creator only to torture a friend by having them go through the hardest levels they could think of.

Eventually it made its way to the public, and the very first Kaizo hack was born.

As you’d expect, the game is extremely hard. But it isn’t the hardest – or the most polished, for that matter.

If you want to get your hands on some living history, this is the game to play.

12. JUMP – Janked Up Mario Party

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

One of the most well-known entries in the list is this entry-level Kaizo hack that’s perfect for new players to get acquainted with the genre.

Since the project began as an improvement of the vanilla game, the first few levels are pretty standard.

However as the game moves it starts introducing new gimmicks, gradually increasing difficulty, and entirely new graphics.

This refined hack used to be the very best a few years ago. But this industry moves fast!

Still, it remains a fantastic option. Especially for newbies interested in honing their skills.

11. K-16 – Story of Steel

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

On the other side of the difficulty spectrum lies K-16 – Story of Steel, a complete transformation of SMW that changes characters, levels, and gameplay to the point where the game is unrecognizable.

You play as K-16, a robot tasked with stopping the shady Team Supernova from creating a supermassive black hole to wipe out humanity.

This hack is a love letter to classic platformers like Sonic and Megaman, as you’ll notice from the graphics and gameplay.

It’s also incredibly hard to beat.

Anyone could get through the first few levels with a bit of effort. But halfway through the game it gets vicious.

10. This Hack Needs a Name

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Now this one is famous for its masterful level design, but also its sense of humor.

It’s also ideal for those of us with no interest in destroying our sanity by trying to clear a Kaizo hack.

Sure, this hack is challenging enough to keep you entertained, but it’s only marginally harder than vanilla SMW.

Among the best parts of this hack is the message box you’ll encounter throughout the levels. It has quite a funny personality that’ll make you chuckle to break up the tension from time to time.

9. Mega Mario World: Another Universe

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With eight fully-developed worlds and levels packed full of content, Mega Mario World: Another Universe comfortably positions itself as one of the most innovative SMW hacks.

Not only does it have pretty graphics, a well-designed overworld, and some catchy tunes. But it also features excellent new gimmicks that spice things up, such as Super Mario Sunshine’s FLUDD.

It also includes some pretty open levels based around exploration rather than making a mad dash for the finish line. Which goes a long way towards breaking up repetitive gameplay and keeping things fresh.

8. 9th Annual Vanilla Level Design Collaboration Hack

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SMWcentral.net is one of the biggest ROM hacking communities around, focusing on Super Mario World but also branching out into SM64 and other Mario titles.

Every year they hold a level design contest to find the ROM hacker of the year.

Then they put every entry together into a single ROM hack so you can judge their work yourself.

Graphics and the like are mostly vanilla, as the competition focuses on level design rather than game development as a whole.

The exception would be the overworld, where the contest’s organizers left plenty of fun little things to find.

The quality of these levels is all over the place since they’re all made by different contestants. But it’s overall pretty good, and it’s a very cool concept.

And the music is seriously incredible. If you like SNES music you’ll really like what they did here.

7. New Super Mario World: The Twelve Magic Orbs

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Despite being more famous for its sequel than the original, the New Super Mario World ROM hack series is one of the all-around best you can find online.

NSMW: The Twelve Magic Orbs feels more vanilla than most games of its scope. Almost like a bonafide sequel.

It’s quite long too, and famous for its neat boss fights.

If you’re looking for an expansion for SMW rather than something entirely new, try this out.

6. Mario & Luigi: Kola Kingdom Quest

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Considered one of the most fun and visually striking ROM hacks ever made for SMW, M&L: Kola Kingdom Quest brings 74 new levels with a comfortable difficulty curve that’ll keep you engaged to the very end.

Along with its exquisitely arranged overworld, the newly-added tundra levels are especially striking thanks to custom-made sprites and tiles of fantastic quality.

While the hack’s level design is pretty good, Kola Kingdom Quest is ideal for those in need of some SMW-themed eye candy.

5. Super Mario World: Return to Dinosaur Land

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On the other hand we have SMW: Return to Dinosaur Land, widely recognized by the online community as the original game’s true spiritual sequel.

This new SMW experience focuses on excellent level design rather than fancy new graphics or a complicated story.

The result is a super-polished hack that’s simply a pleasure to play.

You’ll forget it’s a ROM hack for sure.

It’s reasonably short and about as hard as vanilla SMW, so you should be able to clear it in a couple of hours. If you have a platforming itch that you need to scratch, I can’t recommend this enough.

4. Invictus

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While not as famous as some of the other entries, Invictus is greatly appreciated by the select few that have played it.

Despite being classified as a Kaizo Light, this game is incredibly hard, as you can probably tell from its trailer.

This difficulty derives from excellent level design rather than cheap obstacles such as hidden blocks, which creators often abuse.

The game’s final boss is entirely new down to the base code, and it’s one of the best parts of this fantastic hack. I won’t spoil it so make sure you power through to the end!

3. Yoshi’s Strange Quest

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We all know Yoshi is the real hero of SMW. That green dinosaur will do anything, even sacrifice himself so you can reach higher places.

This mod seeks to give the green dinosaurs a lot more of a protagonist role by making Yoshi the playable character.

Yoshi retains the same skills as in Yoshi’s Island, like throwing eggs at enemies, but without a baby Mario to take care of.

The hack can be pretty hard at times. But it’s manageable and will keep you entertained for around five hours if you try to find all of its secrets.

2. The Second Reality Project: Zycloboo’s Challenge

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A one-eyed Big Boo going by Zycloboo is intent on conquering the Mushroom Kingdom.

To achieve this, he gets rid of its staunchest protector by sending the plumber into another dimension.

That’s the premise behind one of the largest hacks for SMW: The Second Reality Project.

It features entirely new graphics, original music composed specifically for the game, and very lengthy levels with great difficulty but also learning opportunities.

Not only is the story pretty impressive, but the game also looks gorgeous, and the levels are marvelously designed. What’s not to like?

1. New Super Mario World 2: Around The World

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The second installment in the New Super Mario World hack series is one of the most celebrated SMW hacks in recent years.

Bowser plans on destroying the world from a space station, and more importantly, he’s keeping Princess Toadstool captive.

It’s up to Mario to make his way through a bunch of well-designed and innovative levels so he can stop the Koopa King and his dastardly plans.

Other than amazing visuals and varied music taken from other classic games, this hack shines for its innovative gameplay mechanics. They include stuff like turning Mario into different enemies to clear environmental hazards, or some various suits we all know and love.

If you have to play a single SMW ROM hack, let it be this product of love to the fandom.

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Nelson Chitty

Nelson Chitty is a Venezuelan expat living in Argentina. He’s a writer and translator passionate about history and foreign cultures. His ideal weekend is spent between leisurely playing games of Civilization VI and looking for the next seinen anime to marathon.

Super Mario World (USA) ROM

Super Nintendo Entertainment System (SNES) ROMs

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Game Description & Reviews:

Super Mario World. The game that came along with the SNES when it the console was launched. It, for some, is a very good game and, for others, a really well made Mario game. This game introduced one of the most crucial characters in the Mario series. The dinosaur, Yoshi! It also introduced the Cape Feather, which, when grabbed, allows the player to have a cape and fly in levels. Sadly, it isn’t in any other games yet. Super Mario World is one of those games you cannot miss out on playing. Many people love it, so you probably will too.

Super Mario World is a fabulous game. It’s a classic of Super Nintendo. The mechanics are the same of the other Super Mario games, but this is considered the best Mario game! The addition of Yoshi is one of the best thing about this game. The story is simple, the controls are simple and everything is simple to understand in this game. If you know the Mario games, you won’t have any problem to play it. It has secrets and more to discover. The game is a lot of fun, and you can’t play only one time. The mechanics are jump, shoot fireballs with fireflower, fly using the cape, float with the p-baloon, swallow the enemy with Yoshi and defeat the evil Bowser in an epic battle! This game is one of the best games for the Super Nintendo!

As a kid, this was a game I couldn’t stop playing non-stop. I would literally play this game for hours because it was that fun. You play as Mario or Luigi and travel through Dinosaur Island as you try to rescue Peach from Bowser. You’ll also stumble upon the island natives called Yoshi’s, which you can ride around on. Super Mario World has classic power ups, including a new cape one. There is a lot of levels in this game leaving for a lot of exploring to be done, meaning it’s not enough to beat the game for a 100%. I can’t think of a better SNES game. This is among the best with the Country series, Zelda: Link to the Past and Super Mario RPG.

Super Mario World is one of my favorite Mario games of all time. My others are Super Mario Bros. (1985), Super Mario Bros. 3 (1988), Super Mario 64 (1996), Super Mario RPG (1996), Luigi’s Mansion (2001), New Super Mario Bros. (2006), and Super Mario Galaxy (2007) (haven’t tried any Wii U Mario games). Its like Super Mario Bros. 3 but better graphics and on the next gen system (NES to SNES) and if you have played Super Mario Bros. 3 then you have played Super Mario World just that you can save and better graphics. So I give this game a 10 out of 10! (but can only rate to 5 so 5 out of 5!)

Oh, Mario. Is there any gamer who doesn’t know him? The mustachioed plumber is a worldwide icon, and Super Mario World was Nintendo’s flagship title intended to set the standard of the awesome things to come on the Super Nintendo. It’s pure platforming bliss, and one of the best games on the console. As Mario, you run and jump jump jump through levels, stomping on your enemies, flying with a bright yellow cape, and throwing fireballs, all while on a mission to rescue that damsel-in-constant-distress Princess Peach from the nefarious Bowser.
I really can’t say enough good things about the game. The levels are fun, and balanced just enough to challenge but not to frustrate. There are plenty of secrets to find. Many levels have secondary exits that lead to entire extra sections of the world map, and sometimes even shortcuts! If you SOMEHOW missed Mario’s first Super Nintendo adventure, you definitely want to check it out. It’s a shining example of why we love video games to begin with.

videofindersTV/super-mario-world

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Clean version of the Super Mario World ROM.

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Super Mario World (Famicom)

This article is about Super Mario World (Famicom). For games with a similar title, see Super Mario World (disambiguation).

Super Mario World
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Title screen.
PublisherJ.Y. Company
DeveloperHummer Team
Cart ID(s)JY-028 (028)
ConsoleFamicom
Date1995
Retail price600 [TWD]
EngineSuper Mario World engine
Sound engineHummer Sound Engine
Alternate names/hacks45-in-1 version
SNES Super Mario World

Super Mario World ( 超級馬里奧世界 ) is a bootleg port of the SNES launch title of the same name (Super Mario World) developed by Hummer Team and released in 1995. This is one of the more well-known examples of bootleg ports to the Famicom, as it comparatively manages to retain most of the original SNES game’s elements.

Contents

Overview

The SNES-to-Famicom conversion manages to retain many elements of the original, including the fire and cape powerups, the map screen, and even Yoshi. Many of the more subtle details were also ported successfully, such as the more powerful spin jump and throwing items upwards.

2 player mode is also present, with player 2 controlling Luigi on the same controller as player 1. Strangely, Luigi always begins at the first level no matter where Mario starts. Both brothers start with 15 lives, and can earn more by visiting Yoshi houses or finding 1-up Mushrooms in courses.

The gameplay mechanics are similar to the SNES version. The physics for Mario are similar to those of Somari in that if he jumps from full speed he will suddenly slow down to a walking pace, which makes him somewhat awkward to control. This is a common trait across many of Hummer Team’s platform games. In addition, slope physics are reversed, in that Mario picks up speed while going up a slope but it is dramatically slower to run downwards. There’s also the addition of performing a short hop by holding Down and pressing A. The spin jump is still intact and can be done by pressing Up and A, since there are only two ‘action’ buttons on the NES gamepad. Yoshi is the same as in the SNES version, being able to eat enemies and spit them out, and the cape powerup allows Mario to fly by running until his arms spread out, jumping, then pressing left-right in an alternating rhythm, just like in the original.

The game can glitch up and either crash or reset if there’s too many sprites on the screen. In an attempt to avoid this problem, the Banzai Bills were replaced with three horizontal Podoboos to decrease the sprite amount.

The music and graphics are mostly from the SNES version, redrawn and downgraded to 8-bit. Some graphics such as the bridge tiles in Morton Koopa Jr’s and Roy Koopa’s room and the lava were reused and edited from Kart Fighter. The game has fewer and lower-quality music tracks. There are also slight palette issues similar to that of other Hummer Team games; Hummer Team generally colored specific tiles instead of using the traditional overlapping method many Famicom games used. Also due to the sprite palette amount, certain enemies sport some odd and different palettes; examples including Red Paratroopas appearing to have green shells, Urchins appear as a mix of green and yellow with red spikes and Bowser appears pink and yellow as he shares his palette with the Princess.

The blocks act considerably differently to any other Mario game. Most of the ‘?’ blocks contain nothing, and apart from in minigames, coins cannot be obtained from them. The few blocks that contain powerups have obvious black outlines around them, so players can tell which blocks contain items and which don’t. The spinning blocks also act as solid ones, neither spinning when hit from below or breaking when hit from above (although the spinning tiles do exist in the ROM, they do not appear in game).

The amount of missing content and unfinished features (such as the differences shown below), as well as the fact that an earlier build with half the final’s levels was released before, suggest that this game was hastily released by JY company before development was finished.

VitorVilela7/wide-snes

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Super Mario World Widescreen

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Super Mario World Widescreen is your beloved Mario World SNES game but in the 16:10, 16:9 or 18:9/2:1 screen aspect ratio. This is possible by expanding the horizontal resolution by 96/128 pixels, increasing resolution from 256×224 to 352×224 or 384×224.

Since the original SNES does not have this resolution, the emulator focused into high definition mods bsnes-hd must be used.

Currently SMW Widescreen supports 16:9, 16:10, 2:1/18:9 or 18.5:9 screen aspect ratios. More aspect ratios are planned and are currently work in progress, such as 21:9 and 64:27 ultrawide options.

SMW Widescreen Mode

SMW Widescreen mode expands the screen by 96 pixels (+37.5%), increasing to 352×224. Can be used on 16:9 mode (with pixel stretch) and 16:10 (without pixel stretch).

SMW Extrawide Mode

SMW Extrawide mode expands the screen by 128 pixels (+50.0%), increasing to 384×224. Can be used on 16:9 mode (without pixel stretch) and 2:1/18:9/18.5:9 mode (with pixel streching).

Go to the Releases link for the latest download. You will find a zip file with all files needed:

Once you have picked the BPS and BSO files (they must have the same name):

Alternatively, if you just want to play the 16:9 version with CRT pixel stretching and wanna download the files individually:

Patch version: 1.2

Building from source (advanced)

If you are a programmer and would like to build SMW Widescreen from scratch, follow the instructions on BUILDING.md

Thank you for the following people that helped me directly, either by testing, providing technical support or base assembly (patches) files for Super Mario World:

Special thanks also for all my patrons from https://www.patreon.com/vitorvilela, specially for:

You can contact me though the following links:

Super Mario World Rom for SNES Super Nintendo Download

NameSuper Mario World Rom for SNES Super Nintendo Download
Publish30 Dec 2021
ConsoleROM > SNES Super Nintendo
GenrePlatform
LanguageUSA
Size339 KB

Super Mario World Rom also called Mario Snes Rom is a 2D platform game developed by Nintendo and publish for SNES Super Nintendo console. in this game you control Mario or Luigi and enter the game. game has two map name overworld and side-scrolling course which has diffrent chalange and story.

if you enjoy Platform Game so Super Mario World Rom (Mario Snes Rom) would be a good game for you! This game is in English language and the best quality available.

Super Mario World Story

To be honest, Super Mario has never been a series that is praised for its story. The foundation of this collection is based on the Damsel in Distress element; Where a princess is kidnapped and a hero tries to save her. That’s why Nintendo has always used this structure to depict the gameplay and scuba diving of each version. In other words, the story is a driving force for the user to enter the game world. Therefore, gameplay has the most important role in this game. Super Mario World is a platform game in which Mario must rescue the ghosts stolen by Boozer. So he enters the land of Sprixie with Todd, Luigi, and Princess Peach to go through seven stages in the opposite environment and finally save the fairy of each environment. Going through a few stages of Mario SNES Rom you get a very interesting point, and that is that the design of the stages is very diverse and fun.
Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Game Play of Mario SNES Rom

Players can learn how to play and improve ftom the first levels but from the third level we see the game becoming more challenging. The reward for completing each stage is that the next stage will be unlocked, but to progress in parts of the game you must have a certain number of green stars in the game. The green stars are the items you collect during the game missions and depending on the stage structure you must collect three or one of these stars.

Music

In terms of music, Super Mario World has classic and timeless Mario music along with new items that combine in the game world to provide an interesting and funny feeling. if you are a SNES Rom user and you are looking for a valuable monopoly, Super Mario World is a great choice for you.

Super Mario World

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world romГод: 1995

Приставка: Сега Мега Драйв 2

Кол-во игроков: 2

Как известно, на телевизионной приставке «Сега Мега Драйв 2», никогда не выходило официальных игр про талисмана фирмы «Нинтендо» — Марио. Однако, хитрые китайцы, когда популярность консоли уже падала, создали для нее множество новых игр, самых разных жанров, среди которых была и Super Mario World. Фактически, игра представляет собой «хак» другой пиратки, а именно – Squirrel King, однако для любителей платформеров даже такая дикая смесь будет интересна.

Марио и Луиджи – два неразлучных брата, снова отправляются в путь! На этот раз, что-то случилось в мире Гаечки, Чипа и Дейла! Отважные спасатели не смогли справиться с очередным врагом и позвали на помощь храбрых сантехников! Поэтому, геймер, первый уровень ты начнешь в мире Марио, но, потом, телепортируешься во Вселенную спасателей и будешь проходить уровни из игры Squirrel King. Помоги нашим героям одолеть всех противников, а в конце сойдись в жестокой схватке с главным боссом игры – Гигантским Слоном!

Super Mario World для Sega Mega Drive 2 – это обычный китайский «хак», китайского же «Чипа и Дейла». В игре заменены заставка и пара уровней, а также основные персонажи – в остальном же, это старый, добрый Squirrel King, в который заигрывались тысячи геймеров по всему свету.

Игра Супер Марио Ворлд / Super Nintendo

Марио оказывается в стране динозавров, которые настроены не очень-то дружелюбно к гостю, забравшемуся на их территории. Герою предстоит спасти принцессу, похищенную негодяем. По пути Марио находит яйцо, откуда появляется милый динозаврик и рассказывает историю о том, как в подобные ловушки были заключены его друзья. Теперь главному герою предстоит не только вызволить из западни принцессу, но и друзей нового друга.

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Как играть?

Марио перемещается по главной карте, стараясь исследовать в течение заданного времени на здешних территориях в надежде вычислить местоположение принцессы. На локациях попадаются плохие динозавры, норовящие навредить Марио. Сталкиваться с ними напрямую он не может, поэтому нужно выбрать момент и наскакивать на них сверху. Подбирайте полезные предметы наподобие грибов, позволяющих увеличиться в размере и получить меньше урона.

Super mario world rom

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Super Mario World (スーパーマリオワールド Sūpā Mario Wārudo?), subtitled Super Mario Bros. 4 (スーパーマリオブラザーズ4 Sūpā Mario Burazāzu fō?) for its original Japanese release, is a 1990 platform video game developed and published by Nintendo as a pack-in launch title for the Super Nintendo Entertainment System (SNES) and is the fifth game in the Super Mario series. Development was handled by Nintendo Entertainment Analysis and Development, led by Shigeru Miyamoto, who directed the game along with Takashi Tezuka. The game centers on the quest of Mario and Luigi to save Dinosaur Land from Bowser, the series’ antagonist. The two brothers must travel across seven worlds to restore order to Dinosaur Land. It built on the gameplay of previous Mario games by introducing new power-ups that augment character abilities, and established conventions that were carried over to future games in the series. Super Mario World marks the first appearance of Yoshi, Mario’s dinosaur sidekick and riding mount. Super Mario World was an overwhelming critical and commercial success, selling over 20 million copies worldwide, and is considered by many to be one of the best games ever made. It has been re-released four times, first as part of a combo with Super Mario All-Stars on the SNES in 1994. Secondly, it was released on the Game Boy Advance as Super Mario Advance 2 (スーパーマリオアドバンス2 Sūpā Mario Adobansu Tsū?) in 2001 and outside of Japan as Super Mario World: Super Mario Advance 2 in 2002 with modified gameplay. The third re-release was for the Wii’s Virtual Console in Japan in 2006 and in North America and PAL regions in 2007; there were no changes from the original SNES version. It was also released for the Wii U’s Virtual Console which integrated Off-TV Play and Miiverse features to the game.

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Описание: В один прекрасный день Марио, его брат Луиджи и принцесса летали на воздушном шаре. Приземлившись на полуострове, братья приняли решение протестировать собственные новейшие плащи для полётов. Когда они возвратились, принцессы не было на месте, вот с этого и начинается эта игра. Множество часов игры, бонусы, возможность кататься на динозаврике Йоши и выбор меж 2 героями: Марио и Луиджи, владеющими различными качествами дожидаются вас в этой игре.

Приключения всем знакомого Марио, основанные на следующем сюжете: наш герой, его брат Луиджи и несчастная принцесса прилетают на воздушном шаре на остров, где особи мужского пола тестируют свои новые летательные плащи. По возвращению назад герои обнаруживают пропажу принцессы. С этого момента и начинается игровой процесс. В игре большое количество уровней, графика и звук на хорошем уровне. Есть возможность выбора героя: Марио или брат Луиджи.

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Super Mario World (USA) ROM

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Game Description & Reviews:

Super Mario World. The game that came along with the SNES when it the console was launched. It, for some, is a very good game and, for others, a really well made Mario game. This game introduced one of the most crucial characters in the Mario series. The dinosaur, Yoshi! It also introduced the Cape Feather, which, when grabbed, allows the player to have a cape and fly in levels. Sadly, it isn’t in any other games yet. Super Mario World is one of those games you cannot miss out on playing. Many people love it, so you probably will too.

Super Mario World is a fabulous game. It’s a classic of Super Nintendo. The mechanics are the same of the other Super Mario games, but this is considered the best Mario game! The addition of Yoshi is one of the best thing about this game. The story is simple, the controls are simple and everything is simple to understand in this game. If you know the Mario games, you won’t have any problem to play it. It has secrets and more to discover. The game is a lot of fun, and you can’t play only one time. The mechanics are jump, shoot fireballs with fireflower, fly using the cape, float with the p-baloon, swallow the enemy with Yoshi and defeat the evil Bowser in an epic battle! This game is one of the best games for the Super Nintendo!

As a kid, this was a game I couldn’t stop playing non-stop. I would literally play this game for hours because it was that fun. You play as Mario or Luigi and travel through Dinosaur Island as you try to rescue Peach from Bowser. You’ll also stumble upon the island natives called Yoshi’s, which you can ride around on. Super Mario World has classic power ups, including a new cape one. There is a lot of levels in this game leaving for a lot of exploring to be done, meaning it’s not enough to beat the game for a 100%. I can’t think of a better SNES game. This is among the best with the Country series, Zelda: Link to the Past and Super Mario RPG.

Super Mario World is one of my favorite Mario games of all time. My others are Super Mario Bros. (1985), Super Mario Bros. 3 (1988), Super Mario 64 (1996), Super Mario RPG (1996), Luigi’s Mansion (2001), New Super Mario Bros. (2006), and Super Mario Galaxy (2007) (haven’t tried any Wii U Mario games). Its like Super Mario Bros. 3 but better graphics and on the next gen system (NES to SNES) and if you have played Super Mario Bros. 3 then you have played Super Mario World just that you can save and better graphics. So I give this game a 10 out of 10! (but can only rate to 5 so 5 out of 5!)

Oh, Mario. Is there any gamer who doesn’t know him? The mustachioed plumber is a worldwide icon, and Super Mario World was Nintendo’s flagship title intended to set the standard of the awesome things to come on the Super Nintendo. It’s pure platforming bliss, and one of the best games on the console. As Mario, you run and jump jump jump through levels, stomping on your enemies, flying with a bright yellow cape, and throwing fireballs, all while on a mission to rescue that damsel-in-constant-distress Princess Peach from the nefarious Bowser.
I really can’t say enough good things about the game. The levels are fun, and balanced just enough to challenge but not to frustrate. There are plenty of secrets to find. Many levels have secondary exits that lead to entire extra sections of the world map, and sometimes even shortcuts! If you SOMEHOW missed Mario’s first Super Nintendo adventure, you definitely want to check it out. It’s a shining example of why we love video games to begin with.

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Release year: 1990 | Players: 1-2 players | Developed by Nintendo

Here, at My Emulator Online, you can play Super Mario World for the SNES console online, directly in your browser, for free. We offer more Nintendo, Mario and Platform games so you can enjoy playing similar titles on our website. Why don’t you try?

The evil Bowser has kidnapped the princess again! Super Mario World is Super Mario’s first 16-bit adventure. Enjoy the colorful graphics as you navigate through almost 100 levels of the game and try, once again, to save Peach. Run, jump and dodge obstacles. Collect coins and mushrooms and enjoy this classic Super NES adventure.

Game Review

Super Mario World stands front and center among the Super Nintendo’s star-studded cast of 2D platformers. Electrifying platforming, charming worlds, catchy tunes, and a seemingly endless gauntlet of secrets, it’s easy to see why Super Mario World is revered as an all-time classic. If you haven’t played it, you haven’t properly experienced what a 2D platformer can be. Super Mario World is more than just worth playing: it’s worth sticking through to the end to take down Bowser, it’s worth going back over every level in search of secrets, and it’s worth unlocking and playing every darn part of the game.

All of the essentials for a great 2D platformer are on full display. Colorful levels, catchy music, tight controls, and lots to do and discover. Once you saddle up on Yoshi, Mario embarks on a fun-filled adventure through rolling plains, haunted houses, underwater caverns, and much more. Importantly, these environments are still a blast to explore – even more than twenty years after its release, Super Mario World feels absolutely magical. Nintendo unlocked something incredible here, and the resulting epic is still a cut above most 2D platformers even today.

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Part of the game’s magic stems from its bottomless replayability. With its loads of secrets, Super Mario World is excellent to play over and over again. Plenty of levels hold hidden exits that only reveal themselves to the most prudent explorers. All of the hidden odds and ends make the game immensely rewarding to explore.

The charming beauty and mesmerizing sounds of Super Mario World are worth reiterating. Freed from 8-bit limitations on the NES, the developers behind Mario’s biggest SNES emulator adventure spared nothing when crafting a game world with the SNES’s improved range of color, detail, and sound. The levels are fun to play because of how well they are designed, reaching the perfect balance of enjoyable platforming and exploration, but they’re a treat to experience because of the colors and music. Running through all kinds of different environments paints a picture of a wide, diverse world built by Nintendo, and you’ll find yourself humming its many songs long after setting your controller down.

Super Mario World is a classic, for good reason. It’s one of the best 2D platformers ever made (before SM64 launch). Loaded to the brim with secrets, charm, and lovely platforming, it is one of the highlights of its generation, genre, and, beyond even that, is one of the most notable titles in all of gaming. If you have not played it, you need to correct that immediately. There are many who believe to this day that the SNES’s crown 2D-platforming jewel is still unparalleled within its genre, though it does have many more classics to knock heads with today than it did when it came out. While Super Mario World is perhaps not as revolutionary today as it was on release, it is still an excellent platformer worth exploring over a playthrough or two today. Gaming was never the same once Super Mario World released, and if you’ve missed out, you’re ignoring a key piece of history for the SNES, for 2D platformers, for Nintendo, and for the entire medium.

Super Mario World

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Super Mario World
Developer(s)Nintendo EAD
Publisher(s)Nintendo
Year released1990
System(s)SNES, Wii, Wii U, New Nintendo 3DS, Nintendo Switch
Preceded bySuper Mario Bros. 3
Followed bySuper Mario World 2: Yoshi’s Island
SeriesMario

Super Mario World is a platform game developed and published by Nintendo in 1990 for the SNES.

The SNES compilation Super Mario All-Stars + Super Mario World contained remakes of the Super Mario Bros. series, as well as Super Mario World. The Game Boy Advance version, Super Mario Advance 2: Super Mario World, has several new features, including a battle mode homage to the original Mario Bros. game (which is included in every Super Mario Advance title).

Story [ edit ]

After saving the Mushroom Kingdom from Bowser and the rest of the Koopa’s in Super Mario Bros. 3, Mario and Luigi needed to recuperate from their adventures. Together they agreed that the best place to vacation was a magical place called Dinosaur Land.

But while Mario and Luigi reclined on the beach for a relaxing nap, Princess Toadstool disappeared, apparently seized by evil forces. After searching for hours for their missing friend, Mario and Luigi came upon an enormous egg in the forest.

Suddenly the egg hatched, and out popped a young dinosaur named YOSHI, who proceeded to tell Mario and Luigi a sad tale of how his dinosaur pals who were sealed in similar eggs by a group of monsterous turtles.

«Monsterous turtles!,» exclaimed Luigi. «Bowser and his bunch have returned!» Mario slowly nodded his head in agreement and, along with Luigi and Yoshi, set off across Dinosaur Land to find the Princess and to free Yoshi’s friends. As they began their journey, Yoshi handed Mario a beautiful cape. «This may help you,» Yoshi said. «Some say it has magical powers.»

With a little luck (and help from a magic cape), our hearty crew can defeat the seven worlds of Bowser’s Krazy Koopa Kritters. Many locations are well-hidden so explore everywhere and try everything. Not all locations have to be explored to rescue the dinosaurs and save Princess Toadstool, but there are many «starry» treasures to be found in far-reaching places. You’ll need to search all areas to find out what kinds of treasure are there. in Super Mario World.

Video Game / Super Mario World

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This game is most notable for having introduced the world to Yoshi, Mario’s now-famous dinosaur friend and his ability to eat the baddies. The game was followed-up in 1995 with Super Mario World 2: Yoshi’s Island, a prequel starring Yoshi as the player character and featuring Mario and Luigi as infants; that game would mark the launch of the Yoshi’s Island subseries. In terms of gameplay, Super Mario World also introduced enemies and features that are now mainstays, such as Wigglers, Monty Moles, Ghost Houses and levels with secret exits.

This game is also notable for being the first game (along with Pilotwings) directly crediting Shigeru Miyamoto as the creator of Super Mario Bros., rather than using a pseudonym as previous games did. note Albeit in Japan, his real name was revealed much earlier in 1986’s The Great Mission to Save Princess Peach!.

A loose comic adaptation, titled Super Mario Adventures, was published by Nintendo Power in 1992, though the storyline is mostly original. The game was also adapted into a short-lived animated series.

The game was given an enhanced port to the Game Boy Advance as Super Mario World: Super Mario Advance 2, released in Japan on December 14, 2001 and the United States on February 11, 2002. While it removed the alternating multiplayer from the original, it instead offered the choice to play as Luigi during the campaign, who has his Super Mario Bros. 2-established abilities among other differences.

Super Mario Maker and Super Mario Maker 2 include Super Mario World as one of the game styles the player can use to build levels.

Please note that Super Mario 3D World is a separate game, not a re-release or a follow-up.

Super Mario World DX

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Super Mario Bros 2 Player Co-Op Quest

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Infinite Mario Bros!

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Super Mario War

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Super Mario Bros: A Multiplayer Adventure!

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Friday Night Funkin’ vs Indie Cross

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Friday Night Funkin’

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Super Mario World Online

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Super Mario Kart

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Super Mario 64: Multiplayer

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Super Mario Bros: A Multiplayer Adventure!

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Super Mario World Online

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Mario X World Deluxe

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Brutal Mario World

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Luigi and the Final Year

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Super Mario Bros 2 Player Co-Op Quest

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Infinite Mario Bros!

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Super Marina World

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Friday Night Sittin’

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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 here.

Contents

Unused palettes [ edit ]

Early builds [ edit ]

Magazine and TV previews [ edit ]

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 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«, as it was the next official Mario platformer on a console after Super Mario Bros. 3. [1]

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An early screenshot of Dinosaur Land from Super Mario World. Notice the coin and score counter.

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Another screenshot of the early version of Dinosaur Land. Notice the counters again.

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An early level of Super Mario World, most likely Yoshi’s Island 1.

Test cartridges [ edit ]

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, Goombas would have been stompable like their older counterparts, and Venus Fire Traps 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 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.

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Sprite documents [ edit ]

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 Plants, Chain Chomps, Sledge Brothers, and Hammer Brothers 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 Yoshis. 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. [2]

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Later, in late July of 2020, the source code for many prototypes of Super Nintendo games were dumped online, and includes many concepts and sprites showing various entities in different stages of creation, some of which go entirely unused.

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Early Mario and Raccoon Mario sprites

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Raccoon/Caped Mario with a flight helmet

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Early enemy sprites, notably including many revisions of Blargg, including as a shark

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Some early enemy sprites

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Early sheet of Bowser, the Koopa Clown Car, Mechakoopas, and what appears to be a Venus Fire Trap with eyes

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Sprite sheet showing an old Yoshi

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An early sheet of Small Mario

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An early sheet with Boss Bass and a Bullet Bill-sized version of Torpedo Ted

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An early Banzai Bill or larger version

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An early sheet with Mask Koopas’ masks being generic instead of resembling Mario’s head, as well as traditional-type Goombas

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Venus Fire Trap and upright Piranha Plant, which do not feature in the final game

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An early sheet of capless Mario and Princess Toadstool

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An enemy resembling a Fire Flower with Mario’s face, seemingly replaced by Jumping Pumpkin Plant

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A flower-headed, Toad-like creature, supposedly meant for the Fall theme of Piranha Plant

Unused data [ edit ]

Unused levels [ edit ]

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 will not be able to play them, even though their data is present. It also means that most of them do not have names, and those are listed here by their address in the ROM.

Red Switch Palace [ edit ]

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. 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 [ edit ]

Level 0x313E5 [ edit ]

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’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 [ edit ]

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 [ edit ]

This is a short level set in the sky. It contains a sprite not found anywhere else in the entire game, which behaves like the platforms from Forest Secret Area, but with no vertical movement. Due to a glitch in the way the level was originally coded, it is rendered unplayable, but fixing this is straightforward. Due to the nature of the glitch involved, it seems this was a very early level design. This, coupled with the fact that it appears before any other level in the ROM save the «TEST» level, suggests that it was the first level created for Super Mario World.

Level 0x302BD [ edit ]

This level contains the mushroom scales from Butter Bridge 1. However, they are not functioning correctly. It also contains Super Mario Bros. 3 style Piranha Plants. 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 [ edit ]

A long hall with doors leading to each of the game’s bosses. They are out of order from their appearance in the game, and that Reznor is not differentiated from the Koopalings. Big Boo is absent.

Level 0x304EB, 0x30464 [ edit ]

A short and quite glitchy underground level. It makes use of a falling layer 2 effect, which is familiar from the end of Chocolate Secret.

Level 0x3059C [ edit ]

A small room with two stone cubes, two Hotheads, and two Lil Sparkies. Possibly a level to test the Hothead and Lil 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 [ edit ]

An early version of #6 Wendy’s Castle. It differs little from the final version.

Level 0x3073D [ edit ]

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 [ edit ]

It is similar to the exit of a Ghost House, but never used in-game.

Level 0x38218 [ edit ]

A totally empty level. This is most likely used to have a blank background on levels with layer 2 activated.

Level 0x38260 [ edit ]

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 [ edit ]

A level in which 3 bushes float in a black void.

Level 0x30584 [ edit ]

A castle-themed level in which an enterable pipe lies adjacent to a large hole. For unknown reasons, this level is 5.5 times longer than the accessible portion.

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The unused Red Switch Palace in Valley of Bowser.

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Level 0x304EB, 0x30464

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Level 0x305AB, 0x30701

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Unused level components [ edit ]

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

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.

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Скачать игру Super Mario World (293.72 Кб.)

Как скачать и играть:

Нравится игра «Super Mario World»? Напиши свою версию обзора. Для этого заполни поля комментария ниже и отметь галочкой, что хочешь сделать свой обзор.

Обзоры игры от пользователей:

Знаменитый Супер Марио теперь на Сега!Можно запустить на портативных консолях.Но я запускаю на портативной сеге.
Немного истории о марио на сега:Как и в предыдущих играх серии главный герой — водопроводчик Марио. Злодей Боузер похищает принцессу Тоадстул и заточает динозавра Йоши в яйцо. Марио освобождает Йоши и верхом на нём отправляется к замку Боузера спасать принцессу. Врагами на пути являются черепахи, броненосцы и другие животные.

Геймплей не претерпел особых изменений, главным нововведением стала возможность использовать Йоши в качестве средства передвижения и его боевые способности (например, поедание противников). В игре присутствует большое количество скрытых секретов, таких как сокращения пути, бонусные уровни и т. д. Всего в игре 74 игровых зоны и 96 выходов из них (игра переняла приём у предыдущей Super Mario Bros. 3 и игровой уровень возможно пройти несколькими способами).

Super Marina World

Embed Super Marina World

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Super Mario Bros 2 Player Co-Op Quest

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Infinite Mario Bros!

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Super Mario War

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Friday Night Funkin’ vs Indie Cross

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Friday Night Funkin’

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Super Mario World Online

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Super Mario Kart

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Super Mario 64: Multiplayer

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Super Mario World DX

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Super Mario Bros: A Multiplayer Adventure!

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Super Mario World Online

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Mario X World Deluxe

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Brutal Mario World

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Luigi and the Final Year

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Infinite Mario Bros!

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Super Mario Bros 2 Player Co-Op Quest

How to play Super Marina World?

Super Marina World video walkthrough

Click Play to see the videoguide for Super Marina World

Gameplays

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Super Marina World • Super Mario World ROM Hack

Latest Classic Games

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FNF: Sonic vs Santiago

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FNF: Project MSG Rebirth

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Friday Night Sittin’

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Friday Night Funkin’ vs Dark Sonic: Void Impetus

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FNF: Sonic Pajero

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Friday Night Funkin’ vs Sonic.EXE 2.5

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FNF vs Super Sonic: Pandemonium

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FNF vs Abandoned Sonic

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Pac-Man: Blinky’s Revenge

Minitorneos, chat & make friends

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Poker Texas Hold

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🕹️ Which games are similar to Super Marina World?

❤️ Which are the latest Classic Games similar to Super Marina World?

🔥 Which are the most played games like Super Marina World?

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Super Mario All-Stars

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Also known as: Super Mario Collection (JP), Super Mario All-Stars + Super Mario World (rerelease)
Developer: Nintendo EAD
Publisher: Nintendo
Platform: SNES
Released in JP: July 14, 1993
Released in US: August 1, 1993 (original), December 1994 (+ World)
Released in EU: December 16, 1993 (original), 1995 (+ World)

Super Mario All-Stars is a collection of the four main NES/Famicom Super Mario Bros. titles upgraded to take advantage of the SNES’ improved hardware, notable for being the first time players outside of Japan first discovered the game known as Super Mario Bros. 2 in that region. Unlike most SNES games, all of the graphics data is uncompressed. There’s a lot of unused stuff here, some of which suggests that All-Stars may have originally been developed as a more straightforward port of the games.

In 2020, to commemorate the 35th Anniversary of Super Mario Bros., All-Stars was added to the collection of SNES games playable with a paid Nintendo Switch Online subscription.

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To do:
Upload the images for old colors Mario and Luigi.

Содержание

Sub-Pages

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General

Content not specific to any particular game.

Unused Sounds

The majority of the game’s sound effects were imported directly from Super Mario World. This includes a number of sounds that ultimately went unused, such as Yoshi’s sounds. It’s likely that these are just leftovers, and were not actually meant to be used in Super Mario All-Stars.

Debug Mode

To activate debugging features for all four games, either use the code 008C1E01 or set SRAM address 700007 to 01 in a debugger.

Super Mario Bros./The Lost Levels

(Note that this does not activate the debugging features left over from the NES version. The «new» method of changing suits is glitchy, does not apply the correct palette, and does not allow you to toggle Goomba’s Shoe.)

Unused Spiny Egg Behavior

In Super Mario Bros. and The Lost Levels, the Spiny eggs are thrown by Lakitu in a simple way, with no horizontal movement whatsoever. However, this is not the intended behavior; it’s actually the result of a bug! The eggs are supposed to be thrown out relative to the player’s speed, Lakitu’s speed, the player’s position, and a pseudo-random value, as well as bounce off of any blocks or walls that they hit on the way down. The following patch will fix the Spiny egg bug in the NTSC version:

Anti-Piracy

The message text differs between versions, but the location of the routine is the same; to trigger it, use Pro Action Replay code 1180508F and choose Super Mario Bros. 2/Super Mario USA from the game menu.

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Super Mario All-Stars (US)

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Super Mario Collection (JP)

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Super Mario All-Stars (EU)

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Super Mario All-Stars + World (EU)

Super Mario Bros.

The game that started this whole mess.

Unused Palettes

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The mossy green palette used by objects like the grassy World x-3 platforms is replaced by white and gray in mushroom-themed levels such as World 4-3 in Super Mario Bros. The player never sees this because these platforms, or any object that uses this palette, don’t ever appear in that type of level.

If you change the game’s data to load these platforms in mushroom levels, this is what they’ll look like:

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The palette used by the trees in levels like World 4-1 from Super Mario Bros. has its shades of red become brown in snow levels. This is never seen because this palette is not used by any piece of the background in snow levels.

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At ROM addresses 235E3 (Super Mario Bros.) and 73447 (The Lost Levels) in the North American version, the palette above can be found, which isn’t loaded anywhere. It is a perfect fit for Bowser’s sprites:

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In the original Famicom Disk System version of The Lost Levels, the first Bowsers encountered in Worlds 8-4 and D-4, as well as the one encountered in 9-4, use an alternate bluish palette with darker skin, resembling this palette. This palette swap is often referred to as Bowser’s brother in official material. However, all Bowsers in All-Stars use his standard green palette.

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Due to Bowser and his flame breath sharing the same palette (and thus a change to the palette of one of them affecting the palette of the other), it’s possible that the three non-bridge Bowsers’ distinct palette was scrapped due to making their flame breath look unusual.

In the North American version, using Game Genie codes 4DC0-6727 D5C9-6DF7 simultaneously will make this palette load instead of Bowser’s standard palette in all levels of SMB1.

Level Type Oddities

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To do:
Check for more oddities and find all the level type IDs in The Lost Levels.

The All-Stars version of Super Mario Bros. has many unique combinations of different foreground and background designs across its levels, and they’re all defined in 33 «level type» IDs.

Unused Text

The ending text of the original NES version is present, but not used. It had already been altered to take into account some changes in All-Stars: «BUTTON B» was changed to «BUTTON Y» in accordance with the All-Stars control scheme, and «SELECT A WORLD» was changed to «START A URA-WORLD» since you can no longer select the world from the title screen.

Super Mario Bros.: The Lost Levels

Also known as Super Mario Bros. 2. Super Mario All-Stars was the first time players outside Japan got to play this entry.

Unused Text

This text is loaded on layer 1 of the preview screen shown before a level starts, but is never visible. This was used in the original FDS version when you successfully beat the first eight worlds without using warps, thus unlocking the secret World 9. This doesn’t happen in All-Stars, where you’re simply taken straight to 9-1. The text contains the apostrophe and quotation marks, but these characters aren’t present in the font used in All-Stars, so they appear as garbage.

This was used when dying in World 9 in the FDS version but, again, doesn’t appear in All-Stars. For reasons unknown, besides the apostrophes, the N of «AGAIN» appears broken as well.

The original ending text of the FDS version. As with the FDS game’s message, the last two lines’ palette settings are different than the rest, though in this case it’s a pinkish color not used by anything else in the game. It should be noted that the All-Stars version does not have the 100,000-point bonus for each extra life remaining, likely because the game’s save function includes your current life count (capped at 128, which can easily be accumulated at the structure just into World 1-1) and goes level-by-level, which would make it rather easy to get an absurdly-high score.

Super Mario Bros. 2

Also known as Super Mario USA and «Doki Doki Panic Romhack».

Unused Music

A fanfare not present in the NES version. Possibly an alternate win cue for the slot machine? This fanfare would later be used in Super Mario Advance 4: Super Mario Bros. 3 for when you win the picture slots minigame.

Suicide Cheat

Carried over from the NES version, just without the need for a second controller. In all versions, pause the game then hold L + R and press Select to cause the player to lose a life.

Super Mario Bros. 3

Since this was essentially a direct port of the NES game, this has the most unused content! For more info, see the Super Mario Bros. 3 article.

Sub-Page

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Old Debug Mode

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Due to a programming oversight, the old debug mode has a tendency to randomly enable itself on real SNES consoles. See the Notes page for the technical details.

Unused Spade Game Behavior

As in the original game, the Spade game has an unused counter variable which controls how many times you get to play. Setting the value at address 0x7E1019 to any value besides 00 during the game will allow you to keep trying until either you win or the counter reaches zero (whichever comes first). Simply press A, B, or Start to spin the reels again.

Unused Enemies

The two enemies that went unused in the original game remain unused in All-Stars, but at least their graphics were updated.

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A yellow version of the Cheep-Cheep enemy. These only appear in the seventh unused level, and always come in groups of three. They swim faster than normal Cheep-Cheeps, in a wave-like motion.

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A faster green version of the Para-Beetle enemy. These enemies only appear in the ninth and tenth unused levels, and can only be generated by the also-unused Green Para-Beetle spawner.

Unused Text

Present near the Super Mario Bros. 3 graphics. Probably development text that was left in the ROM.

Regional Differences

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Title Screen

In Japanese, Super Mario All-Stars is called Super Mario Collection, and the title screens reflect the regional releases. In Collection, the logo characters offer a broad flashing palette, whereas in the international versions the title logo is rather bland, still flashing albeit less frequently.

Pressing Start before the lights turn on causes the game to go to the menu straight away, rather than the lights turning on first (as is the case in the international versions). A glitch can be performed in the international versions where the title music still plays by timing the Start button just right before the light switch transition.

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The Japanese version has extra sprites which can only be seen when the lights are turned on for the second time.

The «in the dark» chatter is also different between the Japanese and international versions. Oddly, the international clip contains an audible «one more beer please», something that definitely went against Nintendo of America’s guidelines at the time.

Main Menu

The Japanese version uses the original box art for each game on the main menu, whereas the international versions use the American box art. For whatever reason, Nintendo opted not to rescan the boxes for the European version, and instead edited the American versions to add a few Europe-specific details, such as the round Nintendo seals and the changed dates.

The international versions also received a few other minor touchups, including larger shadows, a white arrow border, and brighter colors.

JapaneseInternational
JapaneseAmericanEuropean
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For the Japanese Super Mario Bros. 2, which was unreleased elsewhere, Nintendo simply took the Famicom Disk System box and edited it to say Super Mario Bros.: The Lost Levels (with part of the original black text being moved down below the logo) while removing Diskun, the FDS mascot. The European version doesn’t list a year.

JapaneseInternational
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The Japanese Super Mario Bros. 2 is referred to as Super Mario Bros. 2: For Super Players on its title screen, a subtitle that would later be used for the Super Mario Bros. 2 mode of Super Mario Bros. Deluxe. The international versions also added a trademark icon.

JapaneseAmericanEuropean
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JapaneseInternational
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The American/European Super Mario Bros. 2 is referred to as Super Mario USA in the Japanese version, with both the original 1988 and later 1992 release dates; its title screen uses both of these and the 1993 release date which was appended to all four games. Also, the logo for Super Mario USA uses a brighter shade of blue than the Super Mario Bros. 2 one.

JapaneseInternational
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The level cards were also changed, although interestingly the international logo looks far more like the Japanese Super Mario Bros. 2 logo.

JapaneseAmericanEuropean
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The Super Mario Bros. 3 date was also changed (1988 for Japan, 1990 for America).

The «FILE» text in the file select menus is pink in the Japanese version, and red everywhere else. The controller button colors in the American version were changed to purple and lavender, and the Y and X buttons were made concave. The European version retains the original button colors, but removes the glossy look for some reason.

Revisional Differences

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To do:
If there are additional differences between the Japanese 1.0 and 1.1 releases, do document them.

Super Mario All-Stars + Super Mario World

A reissue released in December 1994 for the US and 1995 for Europe, though in the former’s case it was solely as a pack-in title. As this edition was not released in Japan, Super Mario World is based on its American release with slight changes.

Title Screen

All-Stars (North America)All-Stars + World (North America)All-Stars + World (Europe)
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Aside from the addition of «+ Super Mario World», the title screen’s background was changed to orange, «All-Stars» to blue, the floor to pink, and the copyright info to white with a dark red outline. Birdo was moved to a sitting position in the front, pushing the Spiny towards the center, and Yoshi was put in Birdo’s former place. Bowser’s snout was shifted slightly to the right, and the shading on Peach’s crown was fixed. The European version added a 1991 copyright (despite Super Mario World not being released in Europe until 1992).

Main Menu

All-Stars (North America)All-Stars + World (North America)All-Stars + World (Europe)
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The menu was of course updated to add the Super Mario World box and info. As a result, the other four games were positioned closer together, and the shadows underneath the boxes were reverted to their smaller Super Mario Collection versions.

Interestingly, the Super Mario World box used in the European version does not match any known PAL release of the game (three variations of which can be seen here, here, and here), but appears to have been created from scratch.

All-Stars (North America)All-Stars + World (North America)
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All-Stars (Europe)All-Stars + World (Europe)
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The NES boxes were rescanned and resized. Once again, Nintendo scanned only one set of these boxes for the US and European versions. Previously, the North American «REV-A» boxes were used and, in the PAL release, edited accordingly. This time, however, they opted to use the European «NES Version» boxes as the source, editing them in the US version to replace the European-style round seal with a US-style oval one, albeit neglecting to remove the telltale extra «NES Version» text as well as to re-add the barely-readable «REV-A» text.

All-Stars (North America)All-Stars + World (North America)All-Stars + World (Europe)
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Oddly, the Lost Levels box replaced the black text below the logo with a much larger «stamp» graphic, which clarified that it had not been released in America (Europe in the European version). The «1986» graphic was also removed. A small error where a black space can be seen between the H and E in «THE» was also fixed, changing that black space to match the color of the greater portion of the drop shadow.

On the screen where the player selects the file they wish to load when starting a particular game, the «FILE» text changed from scarlet(ish) to pink (although not the same pink as the Japanese version). The icon that identifies which action is applied to the B button also gets a contrast boost in both regions.

All-Stars (On The Lost Levels)All-Stars + World (On World)
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When selecting Super Mario World, the controller settings at the lower-left corner is replaced by a picture of Yoshi with «YOSHI!» below it, as World uses its own distinct control system. Pressing Select to change controls plays the same error sound heard when trying to change worlds in a new file. Selecting a file causes Yoshi to wink, while deleting one causes him to lick his lips.

Super Mario Bros. 2

Pausing and exiting the in-game menu has a short delay that, for some reason, slowly diminishes as the game remains paused, to the point that pressing Start after long enough will unpause the game instantly. This interesting behavior only occurs in the Japanese Super Mario Collection v1.1 and North American All-Stars + World releases. In both European versions, the delay when unpausing the game is always one second with the sound effect playing as soon as Start is pressed to unpause the game.

Super Mario World

Super Mario World (Original)Super Mario World (All-Stars)
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Super Mario World itself was altered a bit, most notably to give Luigi a set of unique sprites based on his distinct Super Mario Bros. 2 appearance (although certain sprites, such as ducking on Yoshi or climbing a vine, weren’t altered). In addition, a fourth save file was added and the unique «96 exits» completion marking was redone to match the font used on the game selection menu.

Super Mario WorldAll-Stars + World
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In the original versions of Super

Unlike the other All-Stars games, there is no uniform pause menu and 1-Player/2-Player modes are not «locked» into the save files. Additionally, the pause menu can be brought up (only) on the map by pressing the Select button, something that was not present originally. This pause menu allows the player to either continue without saving or quit and return to the All-Stars title screen without saving.

25th Anniversary Edition

Released in 2010 to commemorate the 25th Anniversary of Super Mario Bros., but not on the Wii Shop Channel. Instead, it’s a mostly-unchanged All-Stars ROM image packaged with an officially-coded Virtual Console emulator and slapped onto a Wii disc, a move that looked especially lazy on Nintendo’s part given the prior release of Metroid Prime Trilogy.

Игра Супер Марио Ворлд / Денди

Боузер безжалостно терроризирует жителей Страны Динозавров. Бесстрашный итальянец Марио и его товарищ динозавр Йоши намерены остановить этот беспредел. Они готовы вступить в бой с Боузером и его многочисленными приверженцами. Присоединяйся к персонажам игры и помоги им одержать сокрушительную победу над главным врагом.

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Как играть?

Ты сможешь выбрать одного из персонажей (Марио или Луиджи) и вместе с ним отправишься выполнять миссии каждого игрового уровня. Для их прохождения тебе нужно провести персонажа от начальной до конечной точки, представленной замком. Его перемещение осуществляется посредством нажатия тобой клавиш со стрелками. Все уровни имеют большое количество препятствий и врагов, преодолевать которые можно различными способами. Это могут быть прыжки (в случае с врагом персонаж может запрыгнуть ему на голову, для того чтобы убить) или выстрелы (при условии получения бонуса, позволяющего персонажу стрелять). В конце каждого мира игровой персонаж принимает участие в схватке с боссом, в которой он должен обязательно победить, для того чтобы у тебя появилась возможность продвинуться по игре. Финальной битвой в игре станет битва с самим Боузером.

Super Mario World

Super Mario World — это экшен с видом от третьего лица с элементами платформера от девелоперов из студии Nintendo Co., Ltd.. Основным издателем игры. Подробнее

Об игре Super Mario World

Super Mario World — это экшен с видом от третьего лица с элементами платформера от мастеров из студии Nintendo Co., Ltd.. Основным издателем игры является Nintendo Co., Ltd.. В некоторых кругах Super Mario World также известна под названиями Super Mario World: Super Mario Bros. 4 и SMW.

Анонса Super Mario World для PC до сих пор не прозвучало.

Скриншоты

Несколько лучших скриншотов из Super Mario World:

Последние и новые скриншоты смотрите в галерее.

Даты выхода

Super Mario World уже вышла на Wii, SNES.

Полный список дат выхода и платформ смотрите на странице релизов.

Похожие игры

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Вот несколько игр, которые больше всего похожи на SMW:

Смотрите весь список похожих игр здесь и выбирайте, какая из представленных игр больше всех напоминает Super Mario World. Там же вы сможете добавить новую игру в список похожих.

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Super mario world rom

Bowser and his seven children have returned to stir up trouble for the Mario brothers. This time they have captured the Princess and enslaved the peaceful kingdom of Dinosaur Land. Join Mario, Luigi, and their new dinosaur pal, Yoshi, as they venture across Dinosaur Land’s seven massive worlds, full of action-packed terrain.

Beta tester’s stage

With a couple of Pro Action Replay (PAR) codes that walk Mario through unbeaten levels, one can access what appears to be a hidden beta testing stage. Trasher provides the directions:

After that, all you have to do is press the A button at the top of the hill, and instead of heading onward to the Special World, you’ll enter the test level! (My theory is that as long as you haven’t found the secret exit in Star World 5, you can reach the test level without starting a new game. So if you have a save file where you haven’t reached the Special World, just go as far you got in the Star World, then turn on the second PAR code and take it from there.)

The test level starts you out on a mushroom platform with a unique «No Yoshis» sign at the end, and Mario will walk over like he’s entering a Fortress. The next screen is small stretch of land with the word «TEST» spelled out in Rotating Blocks above you. Head to the right, and a 1-Up Mushroom will pop out right before you see an arrow (also made with Rotating Blocks) pointing down the hole at the end of the level. Down the hole is the only place you can go, and it takes you back to the map screen.

It turns out that the programmers filled in all unused level sections with the same test level, so over 200 copies of the level exist in the game. For the curious, I’ve mapped out the entire test level. (Click image to enlarge.)

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If you own ZSNES and the SMW ROM, you can play the stage yourself with this ZSNES save state. Just press A.

Map screen buddies

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If you own ZSNES and the SMW ROM, you can see Lakitu and the blue jay in action with this altered ZSNES save state. Just walk out of Yoshi’s House.

Development:Super Mario World (SNES)/Background Graphics and Tilemaps

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This page is loooong.
Consider grouping related content into additional subpages to ease readability.
. But what does it mean?
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Notes: See Castle Cutscene and End of Game section for Japanese text.

Содержание

Overworld Tilemaps

Very Early Overworld

From the earliest leaked files, Super Mario World had plans for a very different overworld than what was finally created.

Overworld Map Graphics

01 April 1989 22:19

23 June 1989 16:19

These are the earliest map tiles used for marking levels, land, and Mario and Luigi’s starting position. These are very reminiscent of Super Mario Bros. 3.

Earliest Overworld Map

Some of the earliest tilemap data found within the leaks contain mockups of possible overworlds for Super Mario World.

01 April 1989 22:19

18 April 1989 19:31

19 April 1989 17:40

While map.SCR has graphics provided for it in the leak, map-B and map-C do not. From the basic pattern of the tiles, both of them look like they were going to be in the shape of a mushroom, with a winding path that Mario would traverse from the bottom to the top. Map-C also appears to be much more crudely drawn than map-B. There is also a map-A file within the leak, but that map looks to be almost identical to map.SCR, except for the corrupted ocean tiles on the top and bottom of the map.

Mode 7 Overworld

Some of the early tilemaps reference SNES background mode 7 in the title, which allowed for stretches and rotations to be performed to one background layer. This means the developers may have originally intended for the overworld to be zoomed in and out or perspective to be applied on it like in A Link to the Past. Because of mode 7’s limitation of only one background layer, the overworld panels and paths are on the same layer as the actual terrain itself. As the final game uses mode 1 for the overworld, most of the terrain is placed on layer 2, while paths and level tiles are placed on layer 1.

25 April 1989 21:26

06 June 1989 16:42

06 June 1989 17:35

06 June 1989 17:40

The developers experimented with multiple ways of laying out the pathways. The first version contained two paths from the pipe near the bottom left of the main island Mario presumably would enter through, with one pathway apparently having a dead end, and the other leading to a pipe up to Bowser’s Castle. Map-mode7-B.SCR is almost the same overworld as in map-mode7.SCR but parts of the map have been raised, and a new singular pathway exists around the world. Map-mode7-A.SCR has the same shape as map-mode7-B.SCR but from each numerically defined tile there is a branching pathway with three alphabetically labelled tiles. Map-rom.SCR contains the map devoid of any level tiles and pathways.

Intermediate Overworld

By virtue of its name and the fact that four rows of tiles along the bottom match with the bottom four rows of tiles in the «mode 7» set of overworlds, two tilemaps, chizu-2.SCR and map-UNIT-1.SCR contain overworld data dated between mode 7 and the following overworld. However, the graphics aren’t included in the leak and any existing map graphics render garbage. Still, from palettes a general design can be sculpted.

29 June 1989 14:08

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Mushroom Overworld

Various early tilemaps exist with the general shape of a central mushroom overworld, with differing sets of unknown graphics. kinoko.SCR contains the earliest mushroom-shaped overworld in the leaks. It is likely that one of the tilemaps uses the graphics from 1989 build screenshots of the game.

13 July 1989 14:01

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Using the map graphics from X-I-P-master.CGX as a base, one can rearrange its tiles to complement what these SCR files expect to find. While many tiles were clean matches, some had to be improvised to fit the SCR layout (namely some cliffsides had to be manually mirrored, and the creation of some specific grass, cliff, and water tiles). In v-ram-kuppa-big-block.CGX there appears to be early waterfall animation tiles for kinoko.SCR. With some tweaking of the palette, a quick mockup can be made. Further discussion can be found on the talk page.

13 July 1989 14:01

07 September 1989 10:21

21 September 1989 14:06

Kinoko waterfall mockupX-I-P-master.CGX

17 December 1990 15:48

Improvised TilesV-ram-kuppa-big-block.CGX

3 July 1990 16:53

map-bg-2-new.SCR expands the mushroom overworld by moving the mushroom island itself to the bottom left, and adding an additional island that leads to a large mainland. The final map graphics and palette files are almost compatible with this overworld.

25 September 1989 17:25

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This new overworld design is expanded on with four more known tilesets, adding paths and various pieces of decoration around the map, as well as minor terrain changes.

map-bg-2-taki.SCR

20 October 1989 10:30

26 October 1989 09:49

19 December 1989 10:34

15 March 1990 14:53

From the various states of completeness of the maps, it may have been that the latter two maps were intended to be the original overworld before any levels were completed and events shown, and that the former two would be completed overworlds when all event tiles had been revealed.

Test Overworld

map-bg-2-chika.SCR is a notable variation of the mushroom overworld for having the word «TEST» written at the top of the map. The bottom four rows of 8×8 tiles expose the fact that this map was placed over top of the mushroom overworld file. The filename suggests that this was an early test for Vanilla Dome or another underground sub-map («chika» is Japanese for «underground».)

23 October 1989 10:02

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Layer 1 Tilemap Data

Layer 1 data for the overworld handles information regarding level pathways, level tiles, pipes, and some additional decorations. Level tiles from the graphics file v-ram-map-kuppa-shima.CGX and level path graphics from v-ram-map.CGX can be combined in order to create a useful tilemap to look at old layer 1 data used for the mushroom overworld designs.

The oldest layer 1 tilemap, map-bg-1-0.SCR, is applicable to the very first mushroom overworld, when it is laid over 1989 screenshots.

21 September 1989 16:49

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Two more sets of layer 1 tilemaps correspond to the two versions of the completed mushroom overworld.

map-bg-1-end-sfx.SCR

16 October 1989 17:42

26 October 1989 09:48

The layer 2 data can be overlaid with the layer 1 path data to get additional detail about decorations and how Mario would traverse the overworld.

map-bg-2-taki.SCR overlay

20 October 1989 10:30

26 October 1989 09:49

Lastly, the layer 1 tilemap data for the «TEST» overworld is included in the leaks.

map-bg-1-chika.SCR

23 October 1989 10:01

23 October 1989 10:02

For a «TEST» overworld, there is an interesting connection to be made here. The cave entrances on the main mushroom map appear to overlap exactly with the cave entrances that are in the «TEST» overworld!

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Perhaps the «TEST» overworld was once intended to be an underworld to link up the caves on the main map or merely a testing of warps.

Layer 2 Event Data

MAPTABLE.SCR and MAPPANEL.SCR lay out 12×12 sections of layer 2 tiles that are laid out on the overworld map as part of events that trigger upon completion of a level. These correspond with the older set of mushroom overworld graphics which we only have a few.

07 September 1989 10:20

06 September 1989 21:47

MAPTABLE-6.SCR lays out large event tiles for the known graphics variant of the mushroom overworld, perhaps giving a link in certain places between the overworld in its undetailed state to the state with all the paths revealed.

23 March 1990 09:46

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X-map-bg-3.SCR

This peculiar outlier of a map file bridges the gap between the mushroom overworld and the overworld in the final game. Who knows what this gridlocked mess could have been used for?

16 April 1990 21:16

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The name of the file doesn’t make any sense either, as it suggests this would be used for layer 3. In previous tilemaps and in the final game, background layer 2 is used to place the main terrain pieces of the overworld map, while layer 3 is used for the overworld border and status bar.

Blank Map Tables

Map table files B, C, and D are formatted like the large event tiles tilemap, but are all identical in the fact they are completely empty.

MAPTABLE-6-B.SCR

28 May 1990 11:01

Final Overworld Data

There are a few tilemaps that correspond to the overworld that appears in the final game. While most actually share no differences between it and the final version, a few give insight to the developers’ plans for Dinosaur Land after the mushroom overworld was presumably scrapped.

X-map-bg-1-chika-shiro.SCR

This map holds early Layer 1 data for the submap (the section of the overworld that contains Yoshi’s Island, Valley of Bowser, Vanilla Dome, Special World, Forest of Illusion, Star World), though only the data for Yoshi’s Island, Valley of Bowser, and Vanilla Dome exist. Graphics for a locked key entrance and a much larger Bowser’s Castle also exists in the tilemap data, but as it looks out of place, it was probably a test. From the look of the extraneous Bowser’s Castle, it was once meant to be a much larger castle with Back Door as part of the main structure and not an offshoot.

07 September 1990 13:10

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Some observations give key development insights:

Unfortunately, the existence of the big dot level tiles give no further information to solving the mystery of the big dots.

map-bg-1-chika-kuppa.SCR

This tilemap contains only Bowser’s Castle, and the bottom four tiles of Layer 1 data, which only show two paths from Forest of Illusion. The Bowser’s Castle in this version uses palette and tile data that remains in the final game.

12 June 1990 21:44

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majikant-bg-1-michi.SCR

This tilemap has two copies of the paths in star world, with one in the top left and one in the final position in the bottom right.

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The star warps don’t use star tiles, and use regular level tiles like the regular levels in star world. Also, the paths that enter tiles are different from the final version. This version uses tiles that enter at a 45-degree angle from the side. This type of path actually breaks if implemented in the final game, and the final game refers to a different niche tile for this purpose.

kuppa-shima.SCR

This tilemap shows animation frames of the entrance to Valley of Bowser rising out of the water. Compared to the final’s whopping 11 frames of animation, this one has a much simpler five.

02 July 1990 10:11

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Final Dinosaur Land

Files X-map-bg-1.SCR and X-map-bg-1-chika.SCR correspond to the layer 1 data of the main map and submap, respectively. There don’t appear to be any changes between this version and that of the final game, and the dates of the files are after the Japanese release of the game.

Files X-map-bg-2.SCR and X-map-bg-2-chika.SCR correspond to the layer 1 data of the main map and submap, respectively. While bg-2.SCR is identical to the final main map, bg-2-chika.SCR has some of the edges of each world map covered by solid tiles, which is not how it is in the final game.

X-map-bg-2-chika.png

09 September 1990 15:00

Final Event Tiles

MAPTABLE-6-A.SCR and MAPTABLE-2.SCR contain the 12×12 layer 2 event tiles and 2×2 layer 2 event tiles, respectively that correspond to the final game.

MAPTABLE-6-A.SCR

07 September 1990 20:44

07 September 1990 11:06

Map Tables

X-map-unit.SCR lays out 16×16 Layer 1 tiles, including path tiles, level tiles, warp tiles, and other decorative tiles on layer 1. The graphics included in the leak include two significant sets that can be used for this tilemap: v-ram-map.CGX and v-ram-map-kuppa-shima.CGX.

with v-ram-map.CGX

08 September 1990 02:41

28 June 1990 15:13

With the map table supplied with graphics data from v-ram-map.CGX, outlines of the pathways can be seen. With v-ram-map-kuppa-shima.CGX, much of the older level warp and level tiles that don’t look correct even with the current graphics now display, revealing much about the types of level Mario could encounter on the overworld during development.

Status Bar and Title

Various tilemaps and graphics files feature layouts of the status bar, map overlay, title screen, and more.

Status Bar and «Mario Start» Screen

mater.SCR

24 October 1989 15:20

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One of the tilemaps includes a very early Mario Start screen, quite reminiscent to the format of Super Mario Bros.. The «Mario Start!!» text uses the traditional 1×1 font rather than the taller font used in the final game, as well as two exclamation points. It also features in the center the current world and level number, showing that there was no level naming system in place rather than world-level.

This version of the screen also contains the status bar and item box. The player name text in the top left corner uses standard text rather than a custom-drawn scripted Mario/Luigi text. The level time is displayed between the lives counter and the item box, and does not use the custom-drawn three-wide graphic for the «Time Text». The points and coin counter are displayed on the same line to the right of the item box, instead of one on top of the other. Because of the width of the coin counter, the points counter only has space for six digits rather than the seven of the final game.

2bit-shiro-tate.SCR

On top of including Layer 3 background graphics for castle levels, this tilemap includes two copies of an older status bar design.

18 June 1990 20:03

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This version does use the stylized «Mario» text with uncentered lives counter. Compared to the last image, the time and coin counter has swapped places, and the points counter is still six digits. This is almost identical to the earlier magazine scans, except that the timer is white here instead of yellow.

2bit-mater.SCR

This tilemap shows a version of the status bar that is almost the same as the final game.

06 September 1990 23:51

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Like in early screenshots, the lives counter is not centered under the player’s name. The time counter itself is white instead of yellow, and the coins and bonus points counter is one tile closer to their respective values than in the final version. Also, there’s a few tiles under the status bar for some reason. The points counter and coin counters are in opposite places, and the points counter only seems to display six digits instead of seven.

Title Screen

An assortment of tilemaps and graphics data yields insight into the development of the title screen, title screen graphics, and menu layouts.

title-obj.SCR

This early tilemap features two panels, dated July 1989. The left panel, for some very strange reason, contains tilemap data that, when the graphics are properly deciphered from chr-stock-F.CGX, show the boss platform for Iggy and Larry! The right panel, when deciphered, should yield the title graphic.

14 July 1989 15:40

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title.SCR

This tilemap advances on the previous one with four panels. The second panel now properly uses the graphics for the title screen, and the palette data suggests this should be the version of the title screen with a flat blue palette instead of the colorful final one, however the title screen frame is missing. The third panel, based on its pattern, shows that this is actually the zoom-out of the mushroom island seen in a 1989 build screenshot of the game, though no graphics for this exist in the leak.

17 July 1989 09:33

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For some reason, the palette for the 1989 date is different than the rest of the text on the line. Like the early screenshot, the Nintendo name is not given its own unique graphic and instead uses the regular font. The trademark symbol is also floating near the «Super» rather than to the right of «World.»

title-new.SCR improves the inconsistency of the Copyright Nintendo line by giving the copyright symbol its own distinct palette from the other text. This version now uses the color scheme of the final game.

04 June 1990 10:09

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2bit-title-new.SCR

This tilemap is very similar to the final game, showing four different states of the title screen.

07 November 1991 16:34

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The first screen shows something similar to the file select for the Nintendo Super System, which doesn’t quite look correct in the Japanese graphics set as it only came out in the United States. The second, third, and fourth panels show the file select, file deletion, and player select screens respectively, all of which are accurate to the final game save the selection cursor being green in the middle two screens. Also, the trademark symbol is still out of place!

2bit-title-new-NES.SCR is the United States localization version of the title screen frames, however, this version seems to have more unused information.

13 May 1991 14:38

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The tilemap features a proper frame for the first image, accurate to the final game. The second set uses both the Japanese version of the logo, with the American trademark symbol, but also uses the «Super Mario Bros. 4» subtitle, as well as the «AND» symbol for Trademark and Copyright! The third frame uses the Japanese logo without subtitle, with the Japanese trademark symbol in the correct position. The fourth screen only uses a special version of the graphics set, v-ram-2bit-NES-no-shadow.CGX, that has the outline of the American version, but as the name suggests, no shadow at all. Including the «Super Mario Bros. 4» subtitle, this last frame uses the proper zone text intended for the Super System arcade.

Overworld Frame

2bit-map-back.SCR

This tilemap shows four different possible situations that a player might encounter. The status bar at the top is consistent with the layout of the bar in the 1989 early build screenshots, with the world counter displayed in large blue text without unique level names, as well as coin and score counters being present.

30 August 1990 15:31

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The layout of the lives transfer screen is different than that in the final game. In the final game, the life counter is displayed next to where the sprite for Mario and Luigi are, and their names displayed well below the sprite.

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Additionally, the save prompt in the second frame has three options, and very peculiarly there’s a file deletion menu that would have been accessible from the overworld.

2bit-map.SCR

10 December 1990 14:14

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This tileset comes from later in the development of the game, with the file select screen apparently no longer present from the overworld, and the first panel only showing the player lives counter and the full level name. The save prompt is down to two options (save and continue, continue without save), and the third panel, which was before filled with strings of text saying «Mario» now has the continue/quit options from the game over screen.

2bit-map-NES.SCR is the International translation version of 2bit-map.SCR, though for some reason the old status bar design persists for some of the layouts in the tilemap.

10 December 1990 15:10

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The second save prompt, which is «Continue Without Save» in the final International version of the game, is written as «Continue With No Save» in this prerelease tilemap.

2bit-map-window-NES.SCR

Uninterestingly, this tilemap as the name suggests merely outlines the dimensions of the save box window prompt for the International version of the game.

Foreground Tilesets

Roof Slope

«Yane saka», which roughly translates to «Roof slope» is one of the first tilemaps devoted to a foreground theme. The VRAM is located in v-ram-yane.CGX, the CGRAM data in yane-saka.COL, and the tilemap in yane-unit.SCR. A yane-saka.CGX exists in the files, but doesn’t apply to this tilemap.

24 October 1989 15:23

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This tileset looks similar to the current mushroom platform tileset, however this version is orange and and is remarkably different in the design of the platform/background itself.

chika-back.SCR

This tilemap lays out a couple of underground sections. To the top left is a «level-sized» preview featuring the layer 3 background for the underground. To the right is a basic laying-out of the graphics assets in block form.

19 June 1990 21:16

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Interestingly, the tilemap uses a very repetitive set of tiles for the vertical walls on the left section. The correct tiles (at least the configuration used in the final game) are on the right side.

gost-ship-contenta-unit.SCR

This tilemap lays out various sizes for the crates in the Sunken Ghost Ship, the launcher for the Torpedo Ted, and the foreground seaweed object that goes unused in the final game.

08 February 1990 14:40

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sora-unit-sen.SCR

This tilemap lays out tiles to be used in the mushroom tileset, including stacked mushroom platforms, the moving rope conveyor belts, and various line guide configurations.

13 February 1990 11:42

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sora-boyoyon-unit.SCR

This tilemap lays out the tiles for the large plants seen in levels like Vanilla Dome 4 and Groovy.

11 January 1990 15:35

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The corresponding palette graphics make the spots on the side of the blocks a much darker blue than in the final. Also, despite the yellow palette being correct in the 16×16 tile selections in the top of the tilemap, the example plant uses an incorrect, dark yellow palette instead.

X-shiro-maku-unit.SCR

This tilemap lays out the graphics for the tapestry seen in Door 3 of Bowser’s Castle. Unfortunately, there’s not much relation between the layout here and that of the final game.

06 December 1989 16:45

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Diagonal Pipe

naname-dokan-unit.SCR tilemap compiles 16×16 tiles and puts them together to create the diagonal pipe object.

15 August 1990 15:55

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kusa.SCR

This tilemap compiles the old bush textures, among other decorations in two layouts.

24 January 1990 17:12

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kusa-new.SCR

This tilemap generates the large and small bushes using the graphics set in the final game.

15 August 1990 16:18

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shiro-bg-bosun.SCR

This tilemap lays out the graphics for the Layer 2 crusher objects in both upwards and downwards variants.

16 July 1990 16:48

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bg-unit-0.SCR

This tilemap contains 16×16 tiles for 16×16 background layer tiles, as well as foreground bushes and other multi-block decorations.

06 December 1989 16:23

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bg-unit-1.SCR

This tilemap shows 16×16 foreground blocks and components, such as brick blocks, note blocks, midway points, and goal tapes (including the bottom of the goal tape!). A number of graphics sets work in this tilemap, and therefore multiple sets of blocks that changed later in development can be displayed here.

07 June 1990 09:52

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shiro-sel2-unit.SCR

Just two tiles, an orange platform and a solid red lava tile.

27 July 1989 16:24

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saka-unit-kihon.SCR

This tilemap lays out the individual 16×16 tiles for the underground tileset, while sample slopes and other platforms are displayed on the right. It’s also identical to X-saka-unit-kihon.SCR.

06 December 1989 16:04

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saka-unit-sanple.SCR

This tilemap is like saka-unit-kihon, but with more slopes tests.

03 November 1989 17:39

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saka-unit-chijo.SCR

This tilemap lays out individual 16×16 tiles, but lays out sample platforms, including diagonal platforms, in the right half.

24 January 1990 17:14

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

saka-unit-kumo.SCR

This tilemap lays out tiles for the very special cloud tileset, including intersecting slopes (though some are broken). Too bad this tileset didn’t get more playtime in the final game!

03 November 1989 17:24

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

saka-sanple-moniter.SCR

Another set of slope tiles laid out, but with its own cool section on the top left.

19 July 1990 10:29

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

saka-sanple.SCR

Another set of slope tiles, but this one fits within the top half of the tilemap.

14 September 1989 11:22

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

sora-unit.SCR

A tilemap featuring both 16×16 foreground and background tiles in the top half, and a sample level layout on the bottom half. As the name suggests, this tilemap would use mushroom/rope platform graphics, but when supplied with relevant graphics for it, it looks completely broken. The foreground tiles that look to be walls or platforms refer to sprite graphics instead of foreground tiles.

24 October 1989 15:21

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

kaidan-saka.SCR

This tilemap shows 16×16 foreground tiles for the moving escalator in castle levels. Compared with the final, each step is actually very large.

24 August 1989 14:46

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

takisaka-unit.SCR

This tilemap appears to lay out sloped lava, based on the tiles in the graphics it refers to, though when given a graphics file with sloped lava, it appears broken.

24 August 1989 10:42

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

chika-saka.SCR

A set of slopes for the underground theme, including upside-down ceiling slopes. However, it’s broken when supplied with relevant underground graphics.

28 June 1989 11:19

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

chika-saka-unit.SCR

Like the tilemap above, but includes a layout of 16×16 tiles in the top half of the tilemap.

28 June 1989 11:18

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Unit-Fail

The following four tilesets lay out individual 16×16 tiles from a generic tileset, which if given graphics from unit-fail-master.CGX, create grids that seem compatible for printing?

unit-fail-muster-saka1.SCR

12 September 1989 18:23

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

unit-fail-muster-saka2.SCR

12 September 1989 18:26

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

unit-fail-muster-saka3.SCR

12 September 1989 19:44

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

unit-fail-muster.SCR

13 April 1990 14:30

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Background Tilesets

The «Kabe» tileset comprises a unique set of backgrounds that don’t appear in the final game. VRAM data is located in v-ram-kabe.CGX, CGRAM data in kabe.COL, and tilemap data both in kabe.SCR and kabe-unit.SCR. v-ram-kabe-2.CGX is similar to the other VRAM file, though with lighter shading on the edges of the blocks used in the background that look worse.

13 October 1989 17:49

02 October 1989 16:03

The background on the left is less detailed than the background on the right, but occupies the entire tilemap space, while the background on the right reserves some space for laying out possible 16×16 tiles.

sora-master.SCR is a tilemap of the background seen in Yoshi’s Island 1, among other levels. There aren’t any differences between this version and the final.
X-sora.SCR includes a shifted version compatible for importing into the game.

sora-master.SCR

26 October 1989 21:51

27 November 1989 16:37

Background tilemaps in Super Mario World are only 432 pixels tall (missing 10 rows of 8×8 tiles from the bottom), as this is the maximum vertical scrolling range of the camera in a normal horizontal level.

Mountain

yama.SCR is a tilemap for a completely unused background.

16 March 1990 22:01

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

When given graphics by v-ram-yama.CGX, the mountains and other background structures have faces and even eyebrows! The clouds for this tilemap also appear to be much more aggressively shaded, while the vertical hills are clustered strangely.

Waterfall

taki-master.SCR contains an unused background featuring a waterfall and tall polygonal structures.

11 November 1989 19:26

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Underground

chika-master.SCR and X-chika.SCR are tilemaps corresponding to the underground background in the final game with no changes from this version to the final.

chika-master.SCR

19 December 1989 11:49

19 December 1989 11:51

Interestingly, this tilemap has its own «unit» background, chika-unit.SCR, but it’s nothing like the actual underground background. With 16×16 tiles laid out in the top half, the bottom half has a background of a different palette, referring to a different set of animated tiles for the background, and a hint of takisaka-unit.SCR on the bottom.

07 August 1989 14:55

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

2bit-chika.SCR is a Layer 3 underground tilemap, very similar to the kinoko set of tilemaps. This one, which is much similar to the final game, is far less detailed than the mushroom set and doesn’t have mushrooms.

04 July 1990 13:14

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

The right side compiles the layer 3 tiles into different size rock formations that could have been used to create a more detailed look to the background.

Ghost House

gost-house-yoko-master.SCR and X-gost-yoko.SCR are tilemap for the ghost house. It’s again an identical tilemap to the final game.

gost-house-yoko-master.SCR

28 December 1989 10:16

28 December 1989 10:20

gost-house-yoko-old.SCR shows an older background design similar to the one above, but is brighter and has different windows, though it doesn’t appear to be properly viewable with the associated ghost house graphics file.

19 December 1989 11:11

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

X-gost-house.SCR shows a peculiar alternative configuration of the ghost house background, much different from the final!

19 December 1989 16:26

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

X-gost-house-old.SCR shows an even older background design, with peeling wallpaper and many beams. It doesn’t use the typical background graphics for the ghost house, instead using those found in v-ram-kabe.CGX.

19 December 1989 11:08

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

X-gost-yoko-old.SCR is another old background design that uses v-ram-kabe.CGX. However, this version is shifted for import, and therefore doesn’t look correct in the tilemap state.

19 December 1989 11:08

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Forest

forest-unit.SCR tilemap includes a section of 16×16 tiles for laying out objects given the graphics. Below it is a section of the background, though the palettes cause some of the mushrooms to show up blue. Based on the graphics used to create this image, this background would have been intended for Layer 3 as opposed to Layer 2. forest.SCR lays out the full background from forest-unit in a slightly different order to make it easier to import into the game engine.

forest-unit.SCR

12 October 1989 22:02

13 October 1989 09:37

forest-muster.SCR is another forest-type background, again identical to the version of this background in the final game. X-forest.SCR includes a shifted version compatible for importing into the game.

forest-muster.SCR

25 August 1990 22:22

25 August 1990 23:40

Mushroom

kinoko-master.SCR and X-kinoko.SCR are tilemaps that is identical to the forest, except for its associated palette which makes the background tiles a dark gray color, perhaps making this an early version of the underground Layer 3 background. The final version lacks the mushrooms, and is generally far less detailed.

kinoko-unit.SCR

31 January 1990 16:39

31 January 1990 16:38

31 January 1990 16:38

Castle

shiro-unit.SCR, shiro-muster.SCR, and X-shiro.SCR are castle background tilemaps like the ones in Iggy’s Castle, with the latter two laying out much of the graphics tileset.

23 October 1989 20:44

27 November 1989 18:31

27 November 1989 19:22

shiro-2-master.SCR and X-shiro-2.SCR are tilemaps identical to the final game in castles like room 1 of Morton’s Castle.

shiro-2-master.SCR

16 February 1990 09:53

16 February 1990 10:05

2bit-shiro-tate.SCR is the layer 3 castle background, like in the vertical section of Morton’s Castle. Compared to the final version, this one is slightly more detailed and more irregular than in the final version.

2bit-shiro-tate.SCR

18 June 1990 20:03

Final Version.SCR
Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world romSuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

This tilemap includes another early version of the status bar! The changes in that version are covered in its respective section.

shiro-unit-2.SCR and shiro-2.SCR are two background tilemaps that look broken when given castle graphics.

shiro-unit-2.SCR

14 July 1989 16:22

15 July 1989 22:22

sea-unit.SCR lays out all the tiles in the graphics set for the underwater background. sea-master.SCR and X-sea are identical background tilemaps to the water background.

23 October 1989 11:58

27 March 1990 21:23

27 March 1990 21:30

rock-unit.SCR lays out all the tiles to be used as part of the rock backgrounds.

24 October 1989 15:22

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

The following two rock backgrounds are identical in layout to those in the final game, both with their own «X-» versions.

rocK-master.SCR

28 March 1990 18:56

01 June 1990 16:18

01 June 1990 11:37

01 June 1990 16:15

Four more rock/cloud type backgrounds exist in the tilemap with «sel3» in the title, each with their own «X-BG» version.

sel3-1-master.SCR

08 October 1990 19:21

26 August 1990 11:29

08 October 1990 19:35

27 March 1990 22:46

28 March 1990 17:31

28 March 1990 17:31

09 May 1990 19:10

28 March 1990 17:32

The first background is only used in Funky in the final game. Background three has a slightly different cloud layout when compared to the final game, while background four apparently still uses the old «donut clouds» instead of the clouds with eyes like in the final game, though the «X-» version has the correct clouds.

Vertical Mountain

X-yama-tate.SCR contains the mountain background similar to sel3-4-master.SCR but with the correct cloud configuration.

09 May 1990 19:14

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Interestingly, this tilemap is actually the full 512 pixels tall, with extra clouds in the sky filling up the extra space.

Ghost Ship

These ghost ship tilemaps are identical in configuration to final game, but with shading that’s a little brighter.

07 February 1990 17:38

05 February 1990 14:49

ghost-ship-2bit.SCR and 2bit-ghost-ship.SCR are two identical layer 3 tilemaps for fish scrolling across the screen, except for the fact this isn’t used in the ghost ship level, and is only used in other water levels. The layout here is identical to the final game.

05 February 1990 15:54

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Night

night-unit.SCR contains 16×16 tiles used in night-muster.SCR and X-night.SCR, again identical to the final game.

25 September 1989 10:53

24 October 1989 21:13

24 October 1989 21:13

Mode 7

mode-7-kaiten-boss-bg.SCR simply contains a layout of the graphics for the rotating background for the Reznor fight.

03 September 1990 14:36

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

mode7-kuppa.SCR contains a layout of the multi-screen background and foreground of the boss fight room in Morton’s Castle.

22 September 1989 15:12

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Because of Mode 7’s limitation of one background layer, which is reserved for the boss himself, sprite objects are used to create the background. However, for the ceilings and floors and the area above and below those respectively, the mode is switched to regular mode 1, which allows for the platforms and ceiling to be regular foreground tiles.

Early Level Designs

Ghost House Tilesets

There’s a particularly significant number of tilemaps within this dump of internal data devoted to Ghost Houses as well as the Ghost Ship, giving layouts of the blocks, structures, backgrounds, and even some levels!

gost-house-sel2-unit.SCR

An early mockup of a ghost house level, with individual block designs to the right and multiblock mockups below it.

02 October 1989 13:20

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

X-gost-house-sel-2-sanple.SCR

Another level mockup that makes use of pipes, question blocks, brick blocks, and note blocks on top of the ghost house tileset items. The level design here looks very crude, and may have been intended to give a sample of the tileset rather than be implemented as a final level.

05 December 1989 21:47

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

gost-house-sel2-unit-tate.SCR

A design that is similar to sel2-unit.SCR, but has more platforms that are vertically stacked and look to be vertically suspended.

18 December 1989 22:54

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

gost-house-danjon-BG.SCR

This tilemap features multiple vertically-restrictive tunnels reminiscent of the beginning of Forest Ghost House. Below the two sets of tunnels that is made out of the modern ghost house tiles, there is a another tunnel with walls made out of the Super Mario Bros. 3 fortress tiles, though the background of the tunnel uses the ghost house graphics (with a gray palette).

13 July 1990 10:13

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

gost-house-GOAL.SCR

This tilemap includes level layouts for both the entrance and exits to the ghost houses.

06 April 1990 08:48

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

As it turns out, the exit level is exactly the same as the «Cloudy Ghost House Exit» level that goes unused in the final game! Additionally, the «three bushes» level that is unused in the final ROM turns out to simply be the layer 2 background of the ghost house exit!

gost-house-sanple.SCR

A broken level design featuring an older style background in the top left quadrant, and foreground over top that background in the lower right quadrant. However, the ghost house graphics for the foreground are broken when given the final version’s graphics.

13 November 1989 21:58

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Bonus Rooms

Various tilemaps have «bonus» in the name, and reveal various ideas for bonus rooms in Super Mario World. The graphics file v-ram-bonus.CGX and the palette file bonus.COL can be used to render these bonus room tilemaps.

bonus.SCR

07 September 1989 14:37

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

This the earliest tilemap file that exists showcasing two bonus room designs, both using the gray blocks used in Super Mario Bros 3.’s castle levels. The design on the left is reminiscent of the final bonus room, but only contains three rows of coin blocks instead of five and has doors instead of pipes. The design on the right has a vertical pipe presumably used to enter the room with three question blocks. There doesn’t appear to be an easy way to exit the room, so perhaps the level would have ended at this point after hitting the question blocks.

bonus-back.SCR

09 September 1989 19:54

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

This tilemap contains four different bonus rooms laid out. The two rooms on the left side contain pipes that can be used to exit the level, and others contain a platform in the middle of the room. The background graphics for each design are distinct, but not apparently correctly renderable with the dedicated graphics files for bonus rooms. It is the first tilemap to use the final striped bonus room graphics; however, the corners on the bottom left of the room are not correctly rendered, and the palette is slightly darker than in the final game.

bonus-1.SCR

bonus-1.SCR and X-bonus-1.SCR both appear to have identical layouts when it comes to the actual room layout itself.

20 October 1989 14:44

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

The left room simply contains a pipe on the top left and bottom right, with the rest empty. The room on the right has the same pipe configuration but nine question blocks in a square pattern, which is very similar to the bonus game that occurs in the final game upon reaching 100 bonus stars.

bonus-2.SCR

bonus-2.SCR and X-bonus-2.SCR contain room designs that are almost identical to those in the final game, with the latter having an issue on the bottom of the platforms that is corrected in the former.

31 July 1990 11:53

20 October 1989 14:45

The primary difference between these rooms and the final, besides the differences in graphics, is that the entrance pipe is set in the wall so that Mario enters flush with the left side of the room, instead of the pipe coming out of the wall. This room is also taller than in the final version, with a sixth row of question blocks included (the bottom row must have been removed for the final, as the first set of question blocks begins aligned to the left). The final exit pipe is unaltered from this version, however.

shiro-big-block.SCR

This tilemap lays out various blocks of different sizes made from the castle tileset, including various gaps.

11 August 1990 16:35

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

shiro-big-block-enkei.SCR is a variation of shiro-big-block, moving the whole tilemap up a few tiles, and adding a various assortment of six different tiles (undisplayable in the castle graphics set) inside the central gap.

17 June 1990 20:26

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

bg-ami.SCR

This tilemap shows various 16×16 tiles for the grab cage that shows up in levels like Iggy’s Castle and Morton’s Castle, animation frames for the rotating cage piece, and a sample layout for a level, showcasing rotating cage pieces, and cage geometry.

09 April 1990 17:05

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

For some reason, an identical copy that does not use the same tiles as the original exists on the bottom of the tilemap.

shiro-sen-etc.SCR

This level is castle-themed and serves as a test for line guides. Interestingly, the line guides are ended with regular wood blocks, instead of a special tile like in the final game. If this were imported into the final game, any object along the line guide would run off at the end. Also, spikes on the right side of the ceiling are upwards pointed for some reason.

16 July 1990 14:09

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

hayashi.SCR

This forest level tilemap shows a combination of foliage, berries, tree trunks, and platforms.

07 June 1990 10:13

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

The foliage layout to the middle right is the same layout as the foliage object in the final game, though none of the actual layouts in the image appear to use this layout.

Cutscene Graphics

Tilemaps labelled with «demo» in the name indicate cutscenes that Mario isn’t able to move in.

Castle Cutscenes

Intro Room

shiro-demo.SCR is a tilemap showing the intro room when entering a castle. There are two versions, with the second one having a wider entrance that isn’t in the final game.

14 February 1990 10:43

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

The corresponding palettes to the tilemap make the castle much bluer than how it looks in the final game. Additionally, the bush graphics are glitched, because they actually use an older version of the bush! With the correct graphics it looks like this:

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Early Cutscene Text

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

To do:
add a screenshot of the second castle cutscene from the final game to the comparison

The file 2bit-shiro-end-demo.SCR holds early Japanese text data to be displayed during the end of castle cutscene. Compared with the final version in Super Mario World, this early cutscene is very generic withholding references to the overworld. However, it does bear some similarities to the cutscene text that appears when clearing the second castle in the final game.

2bit-shiro-end-demo.SCR

30 August 1990 13:47

Final Version
Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world romSuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
And so Mario defeated the first Koopaling. But! The game has just begun! Who knows what kind of trap could be lying ahead? Is Peach safe!?Having defeated the Koopaling in the castle of Yo’ster Island, Mario rescued his friend who had been turned into an egg, and left for Donut Plains.

Cutscene Level Graphics

shiro-end-demo.SCR has four tilemaps for the four different backgrounds in the cutscene. Other than palette selection differences, there’s an erroneous tile on the bottom right panel.

01 September 1990 18:34

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shiro-end-demo-castle.SCR contains the castle graphics used with the cutscene, with one intact and one in crumbles.

01 August 1990 21:51

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

shiro-end.SCR is another tilemap for the end of castle cutscene, but the palettes and graphics are broken when supplied with graphics files used to generate the other castle cutscenes.

26 July 1990 20:26

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Ghost Houses

gost-house-demo.SCR

This tilemap has data for the intro room when Mario enters a ghost house, along with 16×16 tiles made from the corresponding graphics file.

26 February 1990 20:54

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Based on the 16×16 tiles to the top right, the background clouds apparently had a lot of complexity associated with them, rather than just the simple short clouds seen in the final game. Again, the bush is broken here, fixable by using the older bush graphics.

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

X-gost-demo.SCR

This tilemap uses the final version of the bush, but also includes the exit area of the ghost house on the bottom!

04 April 1990 10:50

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Unlike the final game, the exit area on the bottom of the tilemap has both decorative bushes and clouds in the sky. In fact, the clouds in the sky are in exactly the same configuration as the «Cloudy Ghost House Exit» level that goes unused in the final game!

2bit-ghost-demo.SCR

This tilemap holds the data for the layer 3 «cloudy» effect that shows up when Mario is entering the ghost house. Another file, X-gost-demo-2bit.SCR also has this, but both files are identical.

06 June 1990 10:27

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Ghost Ship

The presence of «demo» tilemaps seem to indicate that the sunken ghost ship (or perhaps multiple ghost ships!) were intended to have an intro sequence.

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

The blocks used to create the hull of the ship in this tileset are not similar at all to the tiles used in the final game for the ship.

X-sora-demo.SCR

This tilemap shows two copies of an intro sequence using the mushroom platform tileset, with large green plants coming from the ground, as well as a broken ghost house intro copy. This seems similar in function to the level used for the «No Yoshi» intro.

08 March 1990 18:17

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Yoshi’s House

doragon-house-demo.SCR is a tilemap that is probably used for Mario walking into Yoshi’s House during the credits sequence. Interestingly, the graphics for the Yoshi sign was overwritten with the English localization, but the berry graphics remain an older pre-release version. Additionally, the berries aren’t all the same color.

31 July 1990 11:53

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Credits

There are quite a bunch of tilemaps devoted to laying out both the staff roll at the end of the game and the enemy cast list.

End of Game

Japanese Version

Two tilemap exists for the Japanese version that covers the text that appears on screen just after rescuing Princess Peach. Both of these pieces of text differ from the final version!

ending-obj-moji.SCR

02 September 1990 21:35

07 September 1990 17:14

Final Version
Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world romSuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world romSuper mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom
So then Princess Peach was rescued safely. Mario and co. hurry to Yo’ster Island with Yoshi and his friends where everyone was waiting for them.The same as the final version, but one of the letters in the word ‘again’ is replaced by a star symbol.With that, this adventure of Mario’s is over. He joins in with Yoshi’s friends and his fun vacation together with Peach begins again.

The first tilemap includes the entire a copy of the entire graphics bank below the placement of the text, probably to make it easier to lay out the text. It’s also four rows long instead of three in later versions. The second tilemap has one character that is a star from the graphics bank.

International Version

ending-OBJ-NES.SCR holds the English version of this screen, and has no changes between this version and the final. However, the graphics data (v-ram-mode-7-final-kuppa-NES.CGX) that supplies this tilemap includes the entire alphabet for both the uppercase and lowercase versions, as well as a few symbols!

ending-OBJ-NES.SCR: 07 December 1990 16:43

v-ram-mode-7-final-kuppa-NES.CGX: 07 December 1990 15:01

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Interestingly, the way the text and symbols are laid out perfectly matches the font used for the message boxes and level titles!

Staff Roll

These tilemaps give much insight into the process of creating the staff roll for the credits.

all-staff.SCR

This tilemap seems to merely lay out the role of each staff member for the game. Many of the differences between this first tilemap and the one in the final game are retained in later leaked tilemaps.

17 August 1990 18:15

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

The differences between the naming conventions in this tilemap and the final are:

2bit-staff-roll.SCR

2bit-staff-roll.SCR and 2bit-staff-roll-komoji.SCR, two identical tilemaps, contain the first laid out staff roll graphics.

21 August 1990 11:51

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Compared to the final version, this one doesn’t use special palettes for the developers’ positions on the team, instead using white for everything. Additionally, the small 8×8 text is used for the names instead of 16×8 tall letters in the final game. Additionally, Miyamoto’s and Yamauchi’s names are present at the beginning of the staff roll instead of at the very end, with Miyamoto’s title in red instead of green. Koji Kondo is credited before Shigefumi Hino; this is flipped in the final versions.

2bit-staff-roll-ohmoji.SCR

22 August 1990 19:31

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

These credits look quite similar to the final, using palettes for the names and a two-tall for the names. It also contains the entire alphabet written out in both font sizes beyond the last developer’s name. Also «Back Ground Programer» has been made plural, though other positions with multiple people involved have not been pluralized and this change was reverted for the final.

2bit-staff-roll-typography.SCR

2bit-staff-roll-typography.SCR and 2bit-staff-roll-typography-nami.SCR are two very strange tilemaps. Instead of using just the 8×8 font or just the 16×16 font for the developers’ names, these tilemaps use both, and which letters are «capitalized» is not even consistent between the two tilemaps. Very strange, indeed.

2bit-staff-roll-typography.SCR

23 August 1990 00:39

23 August 1990 14:35

Besides the differences in capitalization, the nami version has greater spacing.

2bit-staff-roll-new.SCR

2bit-staff-roll-new.SCR and 2bit-staff-roll-new-1.SCR take the concept of completely unreadable capitalization and furthers it with yet another two tilesets that do this. The «1» version is the second page, as the first page is offset by a quarter like in the final version, presumably to delay the start of the credits appearing on the screen.

2bit-staff-roll-new.SCR (page 1)

24 August 1990 18:24

2bit-staff-roll-new-1.SCR (page 2)

24 August 1990 18:23

Information about the «Produser» and «Executive Produser» have been moved to the end of the credits like in the final game, but Miyamoto’s name is included a second time between Koji Kondo and Shigefumi Hino, because he was just that important to Super Mario World.

2bit-staff-roll-new-big.SCR

This version of the credits is nearly the final Japanese version with some spelling mistakes and alignment issues still persisting.

2bit-staff-roll-new-big.SCR (page 1)

03 September 1990 13:13

2bit-staff-roll-new-1-big.SCR (page 2)

03 September 1990 13:12

International Localization

Two versions of the credits exist for the purpose of the English localization of the game.

2bit-staff-roll-NES-0.SCR and 2bit-staff-roll-NES-1.SCR show many of the changes to the developers’ titles that occur between the Japanese and International versions, as well of the addition of localizer Dayv Brooks (misspelled Dayv Brocks!).

2bit-staff-roll-NES-0.SCR (page 1)

17 December 1990 19:51

2bit-staff-roll-NES-1.SCR (page 2)

17 December 1990 19:51

As in earlier version of the Japanese credits, Hideki Konno’s name is still romanized differently, and «Produser» is still spelled incorrectly. Koji Kondo and Shigefumi Hino’s names are still flipped. This is the only version of the tilemap where Miyamoto’s title is written in green.

2bit-staff-roll-NES-0-LINE.SCR and 2bit-staff-roll-NES-1-LINE.SCR attempt to center the names of the developers by lining up the spaces between first name and last name vertically.

2bit-staff-roll-NES-0-LINE.SCR (page 1)

07 December 1990 16:42

2bit-staff-roll-NES-1-LINE.SCR (page 2)

13 December 1990 14:06

Enemy Cast List

A lot of information about scrapped names and other text are located outside the standard «window» resolution of the SNES, giving insight to possible alternate names for the enemies in both the Japanese and International versions of the game.

Japanese Version

JapanEarly JapanRelevant FileInternational
Para BomPara-Bom2bit-ending-TEKI-W.SCR*

28 August 1990 22:16

Para-Bomb
Para KuriPara-KuriPara-Goomba
Fishing JugemFishing-JugemFishin’ Lakitu
JugemSame as finalLakitu
TogezoSame as finalSpiny
BomheiSame as finalBob-omb
HanachanSame as finalWiggler
AppareUnknownAmazing Flyin’ Hammer Brother
MantogameSuper Koopa
P-PakkunJumping Piranha Plant
PonkeyVolcano Lotus
BulChargin’ Chuck
K.K.Same as final2bit-ending-TEKI-1D-1.SCR

26 August 1990 12:56

Sumo Brother
SanboSame as finalPokey
ChoropooSame as finalMonty Mole
KillerSame as finalBullet Bill
DorabonSame as final2bit-ending-TEKI-big-killer.SCR

28 August 1990 22:20

Rex
IndySame as finalMega Mole
Magnum KillerSame as finalBanzai Bill
RaitaSame as final2bit-ending-TEKI-nakagon.SCR

28 August 1990 20:33

Dino-Rhino
Chibi RaitaSame as finalDino-Torch
Noko NokoSame as finalKoopas
TogemetSame as final2bit-ending-TEKI-chika.SCR

28 August 1990 20:54

Spike Top
Basa BasaSame as finalSwoopers
MetSame as finalBuzzy Beetle
UnbabaSame as finalBlargg
Buku BukuBuku-Buku2bit-ending-TEKI-sea.SCR

28 August 1990 21:23

Blurps
FugumannenSame as finalPorcu-Puffer
UniraSame as finalUrchin
GooskaSame as finalRip Van Fish
TorpedoSame as finalTorpedo Ted
TelesaSame as final2bit-ending-TEKI-ghost.SCR

26 August 1990 20:14

«Boo» Buddies
SpookFishing TelesaFishin’ Boo
Atomic TelesaSame as finalThe Big «Boo»
TelesaulsSame as finalEeries
KaronSame as final2bit-ending-TEKI-shiro.SCR

26 August 1990 22:42

Dry Bones
KeseranSame as finalLil Sparky
Hone MetSame as finalBony Beetle
PasaranSame as finalHothead
DosunSame as finalThwomp
CotonPochonThwimp
Guru GuruGulu-Gulu2bit-ending-TEKI-shiro-2.SCR

28 August 1990 22:03

Ball ‘N’ Chain
Gari GariGari-GariGrinder
Fish BoneSame as finalFishbone
BuibuiSame as final2bit-ending-TEKI-kaiten-boss.SCR

27 August 1990 11:21

Reznor
Meka KoopaMechakoops2bit-ending-TEKI-meka-kuppa.SCR

14 December 1990 11:16

Mechakoopas
MortonSame as final2bit-ending-TEKI-kuppa-family.SCR

30 August 1990 20:55

Morton Koopa Jr.
LemmySame as finalLemmy Koopa
IggySame as finalIggy Koopa
LudwigSame as finalLudwig Von Koopa
LarrySame as finalLarry Koopa
WendySame as finalWendy O. Koopa
RoySame as finalRoy Koopa
KoopaKuppaBowser

* Also found in 2bit-ending-chijo-W.SCR.

† The tilemap for this should be 2bit-ending-TEKI-1D-0.SCR, however it has been erroneously overwritten with data for the English localization.

Within the various tilemap files mentioned above for use laying out the Japanese credits, enemy names are also written outside the viewable window of the SNES. While many are on this list, there are some versions of the enemies’ names that are similar, and others that don’t show up at all. In no particular order:

English Localization

The early english localization is mostly the same as the final, the most notable differences being the Koopalings lacking their last names and the names of the «Boo» Buddies and The Big «Boo», which were originally puns on famous musician Bo Diddley and former professional baseball/American football player Bo Jackson, respectively. «Boo» Diddly was also the name given to the boos in the english Super Mario Bros. 3 manual.

InternationalEarly InternationalRelevant File
Para-BombSame as final2bit-ending-TEKI-W-NES.SCR

13 December 1990 16:13

Para-GoombaSame as final
Fishin’ LakituSame as final
LakituSame as final
SpinySame as final
Bob-ombSame as final
WigglerSame as final
Amazing Flyin’ Hammer BrotherSame as final2bit-ending-TEKI-1D-0-NES.SCR

13 December 1990 15:16

Super KoopaSame as final
Jumping Piranha PlantSame as final
Volcano LotusSame as final
Chargin’ ChuckSame as final
Sumo BrotherSame as final2bit-ending-TEKI-1D-1-NES.SCR

13 December 1990 15:01

PokeySame as final
Monty MoleSame as final
Bullet BillSame as final
RexSame as final2bit-ending-TEKI-big-killer-NES.SCR

13 December 1990 16:35

Mega MoleSame as final
Banzai BillSame as final
Dino-RhinoSame as final2bit-ending-TEKI-nakagon-NES.SCR

13 December 1990 16:55

Dino-TorchSame as final
KoopasSame as final
Spike TopSame as final2bit-ending-TEKI-chika-NES.SCR

14 December 1990 11:00

SwoopersSame as final
Buzzy BeetleSame as final
BlarggSame as final
BlurpsSame as final2bit-ending-TEKI-sea-NES.SCR

14 December 1990 10:11

Porcu-PufferSame as final
UrchinSame as final
Rip Van FishSame as final
Torpedo TedSame as final
«Boo» Buddies«Boo» Diddly2bit-ending-TEKI-ghost-NES.SCR

13 December 1990 17:20

Fishin’ BooSame as final
The Big «Boo»«Boo» Jackson
EeriesSame as final
Dry BonesSame as final2bit-ending-TEKI-shiro-NES.SCR

14 December 1990 11:33

Lil SparkySame as final
Bony BeetleSame as final
HotheadSame as final
ThwompSame as final
ThwimpSame as final
Ball ‘N’ ChainBall «N» Chain2bit-ending-TEKI-shiro-2-NES.SCR

14 December 1990 11:47

GrinderSame as final
FishboneSame as final
ReznorUnknownUnknown
MechakoopasSame as final2bit-ending-TEKI-meka-kuppa-NES.SCR

14 December 1990 11:19

Morton Koopa Jr.Morton2bit-ending-TEKI-kuppa-family-NES.SCR

02 April 1991 14:21

Lemmy KoopaLemmy
Iggy KoopaIggy
Ludwig Von KoopaLudwig
Larry KoopaLarry
Wendy O. KoopaWendy
Roy KoopaRoy
BowserSame as final

Foreground Scene

The foreground scene in the enemy cast list covers the layer 1 level tiles that the enemies being shown stand on during the credits sequence scrolling by. There are a few minor differences between the scenes in the tilemaps and the respective scene in the final game, as well as a lot of data outside the standard resolution of the SNES on the tilemap.

ending-TEKI-W.SCR uses a green pipe instead of the white pipe in the final.

13 December 1990 16:03

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

ending-TEKI-1D-0.SCR uses a green pipe instead of an orange pipe, and also uses a different foreground palette and background color.

13 December 1990 14:04

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

ending-TEKI-1D-1.SCR uses a different palette rather than the default green of the final game. The platform made of turn blocks in the top left is replaced with used brown blocks in the final game, and the holes that the Monty Moles leave is not present in the final game either.

13 December 1990 15:01

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

The following four scenes are identical to that of the final game. Below the main foreground scene is a copy of the foreground of ending-TEKI-1D-1 without any blocks removed!

ending-TEKI-big-killer.SCR

13 December 1990 16:35

13 December 1990 16:52

14 December 1990 11:00

14 December 1990 10:11

ending-TEKI-ghost.SCR contains tileset data outside the SNES window that is the same as earlier tileset layouts for the ghost house.

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

ending-TEKI-shiro.SCR and ending-TEKI-shiro-2.SCR are two castle tilemaps. The second tilemap uses a different palette from the final game, alternatively using the same palette as in the first one.

ending-TEKI-shiro.SCR

14 December 1990 11:33

14 December 1990 11:48

ending-TEKI-kaiten-boss.SCR and ending-TEKI-meka-kuppa.SCR are tilemaps for Reznor and Mechakoopa respectively. The associated palette files make the lava much more red, and the palette for the ground tiles in the Mechakoopa design are again different from the final, with a lighter color scheme used. The yellow platform for Reznor also doesn’t have any railing tiles in this version.

ending-TEKI-kaiten-boss.SCR

27 August 1990 11:21

14 December 1990 11:17

Miscellaneous Content

This section features various tilemaps that don’t quite fit the sections above.

mode-7-big-block.SCR

As the title suggests, this tilemap has a big block, five in fact, with one at the top left and four in a row at the bottom. The name and associated graphics file may suggest this platform may have been used in mode 7 with rotation effects.

02 July 1990 10:03

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

mode-7-kaiten-kuppa-block.SCR

This tilemap creates a forward facing image of Bowser’s face out of 8×8 tiles. Based on the title «kaiten» this may have been rotated with mode 7.

03 July 1990 15:48

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

ori.SCR

No graphics exist for this tilemap, but based on tile property patterns and a general silhouette of the item, it turns out this is the tilemap for the unused bird cage that still exists in the final game!

20 November 1989 19:00

Applying the graphics bank that covers Layer 3 objects in the tilemap viewer will give the glitched appearance that is still reproducible in the final game. While the bars for the cage apparently haven’t been overwritten, the walls and whatever is holding up the cage has been overwritten by pieces of layer 3 backgrounds and other objects.

baseball.SCR

There’s a set of baseball-themed graphics and tilemaps. This was likely not intended for Super Mario World in any way, and there’s no baseball game on the SNES that looks like this, leaving the reason for these graphics’ existence a mystery.

03 October 1990 16:32

01 October 1990 17:19

killer.SCR

This tilemap comprises graphics for an absolutely massive Banzai Bill that would have taken up almost the entire screen! From the sheer complexity of the graphics, it may have been intended to be on Layer 3 like other features, such as the moving tides from Mondo.

31 July 1990 11:28

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

bowser.SCR

This tilemap has one central Bowser in his clown car in the center of the screen. The clown car features no propeller on the bottom, however.

12 April 1991 17:56

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

kuppa.SCR

This tilemap has several animation frames of Bowser in his clown car.

28 June 1990 19:19

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

The bottom right two frames are unused in the final game, as the clown car makes a sad face when Bowser is hit. Also, the clown cars don’t have any propellers.

chika-ten.SCR

This tilemap lays out a series of unknown egg(?)-shaped things that cover the top right quadrant.

20 December 1989 20:47

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

chika-obj-bg.SCR

This tilemap has what appears to be either dripping lava or some sort of Layer 3 stalactites in different parts. Because of the layout of the tilemap, the left side renders properly when v-ram-chika.CGX is supplied, and the right side renders properly when v-ram-chika-2.CGX is supplied.

11 January 1990 14:18

with v-ram-chika.CGX

03 September 1990 23:12

20 June 1990 09:30

chika-sel3.SCR

This tilemap looks the same in spirit to the other chika tilemaps above, although the tilemap refers to blank files when given the standard underground graphics. The blank region in the bottom right probably makes it a background remapped for import into the game like other background tilemaps.

19 July 1989 16:54

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

2bit-sea.SCR

This is the layer 3 water that is used in levels like Yoshi’s Island 4 and Mondo.

03 August 1990 13:54

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

Layer 3 Crushers

There are three Layer 3 crusher tilesets.

2bit-kui.SCR

This tilemap contains the only correct-looking crusher, although the one on the right is using the wrong graphics from the graphics bank.

04 July 1990 10:55

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

ashi.SCR

This tilemap has the incorrect copy of the crusher from 2bit-kui.SCR duplicated on the left side too.

17 November 1989 22:01

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

kui.SCR

Both of the incorrect versions of the crusher use two different patterns of graphics, neither of which are correct, along with the incorrect palette. Also, the bottom of the crusher isn’t wider than the rest of the structure.

17 November 1989 18:05

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

X-beta.SCR

X-bul-kuppa.SCR

01 November 1989 17:15

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

shiro-saka.SCR

This tilemap by the name should lay out slope tiles for the castle tileset, but instead doesn’t lay out much in the center section of the screen when supplied with castle graphics. The patterned rectangles refer to sprite graphics and not tile graphics.

23 June 1989 13:07

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

map-rain.SCR

A tilemap with a blank background and dots which should presumably be raindrops, though no graphics fit the tiles referred to by the tilemap.

30 September 1989 22:43

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

1-CLR.SCR

A strange tilemap laying out large rectangles made out of tiles, graphics unknown.

29 August 1990 17:01

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

select-1Q-1R.SCR

A tilemap for some kind of menu. When supplied with relevant Japanese text graphics, the tilemap displays garbage text.

14 December 1989 16:13

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

check.SCR

A patterned background (?) and some formation in the bottom left, with 16×16 tiles strewn about. This tilemap refers to graphics in the position of sprite graphics when a standard graphic set is given. The actual graphics file used for this is unknown.

16 August 1989 19:13

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

mario1-C.SCR

A tilemap file apparently used to lay out graphics for the player. Normally, tilemaps aren’t used for sprite layouts as object files can accomplish the same task more efficiently given the enhanced display abilities for objects on the SNES.

05 April 1989 17:07

Super mario world rom. Смотреть фото Super mario world rom. Смотреть картинку Super mario world rom. Картинка про Super mario world rom. Фото Super mario world rom

kokuppa.SCR

A tilemap displaying the Koopalings. Based on the uniform layout of each of the Koopalings, all seven may have been intended to display similarly, rather than the diverse body shapes in the final game. A corrected graphics set for this is unknown.

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