This article pertains the beta elements of Super Mario World.
Unused Levels[]
Image | Name | Description |
---|---|---|
Unused Level Intros | Three unused level intros with all of them showing a "No Yoshi" sign. It's possible that Yoshi was also going to be blocked in playing certain levels too (besides castles and boo fortresses) | |
Morton's Plains #2 | Two duplicate levels of Donut Plains 1. but very buggy. | |
TEST | A test level, as said by the name, and was originally used to test the 1-Up mini games. touching points 1-4 in order will cause the fourth one to spawn a 1-Up. | |
Vertical Slope Test | A vertical level containing eight slope objects and some ground objects. | |
Ride Among the Clouds | A possibly very early level, which looks similar to 1-4 of Super Mario Bros. 3. The pipe at the end of the stage leads nowhere and no screen exit is assigned as it wasn't set to be enterable. Other than that, an unused green and orange platform exists in this level. | |
Mushroom Scales | The level's sprites indicate that the platforms were once programmed very differently as they never automatically spawn in a second platform at a fixed distance from the first. | |
Boss Test | A room with doors to each boss for testing purposes (Bowser and the Koopalings). There is also a Feather and Fire Flower for the player to use too. | |
Lava Cave | A complete 2nd layer meant for one of the underground levels, but there is a lack of a sublevel goal however. | |
Twin Blocks | A test room with two stone blocks each having two Hotheads (big and small) along with two Sparkies moving around them. | |
Early Wendy's Castle | An early version of Wendy's Castle, which is similar to the final (having some changes) but has to exit. | |
Pipe and Ground | A pipe and ground. Other than possibly testing, there's nothing much else to say about this. | |
Ghost House Exit | Possibly supposed to use an empty layer 2 level as its background. Other than that, it's just like the Ghost House Exit level used in game. | |
Ghost House Exit (Clouds) | Same thing as before, but now it adds bushes and clouds making it more lively than spooky. | |
N/A | Lonely Goal | Some orphaned pieces of sprite data containing a single exit goal bar being the first normal exit and the second being a secret exit. According to it's position files, this would've been a level planned for a Star World if it's not meant for testing or anything. |
Unused Graphics and Objects[]
Image | Name | Description |
---|---|---|
Classic Piranha Plant | A normal Piranha Plant, which have been seen in classic Mario games. However, it's vine is replaced with a flopping upside-down red Cheep-Cheep. | |
Floating Platform | A normal floating platform, which moves right as Mario/Luigi lands on it. | |
Flying Red Coin | A Red Coin with wings attached to it, and can be collected with a five coin count. It was later seen in Super Mario World 2: Yoshi's Island. | |
Flying Gold Mushroom | A flying Gold Mushroom which grants the player a 1-Up when collected (just like the 1-Up Mushrooms). | |
Flying Cage | Placing it in the game, the player will be inside the cage (being graphically glitchy) when starting a level. | |
N/A | Chargin' Chuck | A duplicate of the normal Chargin' Chuck. |
Swooper Spawner | An object that spawns a bunch of Swoopers at whatever Y position it's placed in. They have a different color pallet (having Blue with Red Wings compared to the Green with Orange Wings), are unbeatable as Mario/Luigi dies when the player attempts to jump on it, and possibly had a different animation as they have two tiles of glitched out graphics. | |
Dummy Floating Platform | They're just like he checkerboard platforms, but with different sizes. | |
N/A | Eerie Generator | A spawner for the Eerie enemies. |
N/A | Layer 2 Fall | A sprite that causes a 2nd Layer (possibly the ground) to fall. |
Blue Coin | A Blue Coin, which later used in Super Mario 64. | |
Magenta Block | Whenever a P-Switch is activated, it turns coins into blocks for the player to run on. When doing around Blue Coins, they do the same thing but are magenta instead of brown. But since the code wasn't implemented for this object, they just act like normal coins. | |
Global Rope | A horizontal rope platform resembling those found in the mountain tileset, only this one isn't tileset specific. This shares its object ID with the 16x16 cloud platform. | |
Small Door | Half-sized doors (normal and P-Switch) versions that can only be entered by Small Mario/Luigi. | |
Question Block with Koopa Shells | Question Blocks that contain Koopa shells (showing their eyes). They are invincible because of the reserve box. | |
N/A | Empty Turn Block | Acts just like a Turn Block, but with no item inside. |
Bounce Block | Item Blocks, being activated my the player running into them. Though it is finished, it uses the wrong graphics (possibly a different object would be placed in there). It can be patched revealing two possibilities of either nothing or a Cape Feather. | |
Seaweed | These are used in the background, but are never seen in the foreground. They were planned to be used for the Sunken Ghost Ship. | |
Grass | In the Forest tileset, bushes number 4 and (being unfinished) 5 are considered unused. | |
Conveyor Ropes | Completely functional conveyor belts meant for Mountain levels. | |
N/A | Note Block (All Sides) | A Note Block that will bounce the player away from all sides, just like the pink Note Blocks in Super Mario Bros. 3. |
Log Objects | Horizontal and vertical logs that are bright yellow. | |
N/A | Side Cloud Fringe Edges | Side cloud fringes meant to be seen in Ground levels. |
N/A | Top Cloud Fringe Edges | Cloud fringe inside the white tile, also meant to be seen in Ground levels. |
N/A | Cloud Fringe Edges | Cloud Fringe edge tiles. Possibly related to the two above. |
Lakitu | A Lakitu meant to be seen in the overworld. It will follow Mario/Luigi every except submaps (such as Vanilla Dome and Forest of Illusions). It's possible this was meant to appear on levels with Lakitus in them | |
Blue Jay | A bird that acts just like the Lakitu in the Overworld. It's possible this was planned to appear on levels where the cut flying cage would be as the Blue Jays are the ones who are carrying the cage. | |
Piranha Plant | Meant to be a decoration for the Overworld. | |
Koopaling | Meant to appear in the Overworld which would've had a purpose of dragging the player into levels, much like the hands in World 8 of Super Mario Bros. 3. With the positions the load in, map was going originally going to be a lot different. | |
Old P-Switch | A graphic from a old version of the P-Switch, which were seen in older versions of the game. | |
Hills Background Star | An animated star tile, possibly meant for the Star World, found for the Hill and Ghost House tilesets. | |
Early Yoshi Berries | Three early graphics of the Yoshi berries throughout the game. With all of them being unanimated. the first two were originally more rounder and shinier in the final game. | |
Mario Flying with no Cape | A Graphic of Mario flying but without his cape. The sprite seems to be similar to his second frame of his flying animation. | |
Small Musical Note | A small musical note, which bears a resemblance to the Note Blocks. In later games, notes like these pop out of Note Blocks when the player jumps on them (such as Super Mario 3D Land). It's possible that the same idea was also planned for this game too. | |
Dino-Rhino Spitting Fire | Originally, the Dino-Rhinos were going to have an actual attack, being a Fireball from above the player. The fireball is used for Yoshi, but only show Vertically. There is also one for the Purple variants too. | |
Chain Particle | A piece of Chain Chomp's Chain in the Forest tileset. This means that the Chain Chomps, along with the Hammer Bros., were originally going to be seen in the Forest of Illusions. | |
Yoshi | Several unused Yoshi parts intended for the ending. | |
Yoshi's Dust | Some dust that would've appeared whenever the player hops on Yoshi. | |
Iggy's Hair | In the final game, Iggy's hair is the same as Larry's. However, in Super Mario Bros. 3, he had a hairstyle that's significantly different as the graphics also exist for him too. This was most likely a oversight. | |
Morton and Roy's Attack | Morton and Roy were originally going to have a secondary attack of a fireball. | |
Early Koopa Clown Car Teardrop | A tile version of the teardrop that would've appeared damaging the Koopa Clown Car. In the final game, it was replaced with a blue palette that has a slight animation. | |
Placeholder Block Graphics | Placeholder graphics for the on/off and spinning block. The Japanese text below translates to Block Transfer. | |
Early Brick Graphics | An earlier version of the bricks seen in the boss fights, which are more shaded in the final compared to the early graphics. | |
Old Mario Palette Leftover | Leftover used for the SNES Test Program, with Mario's clothes being more Pink than Red. | |
Flying Birds | The birds, seen atop Yoshi's House, having two unused flying frames. They were later reused in the remake for the 96 exits cutscene, as part of a reward for the player completing the coin-collecting challenge in Donut Plains 1. | |
5-UP | Graphics for a 5-Up bonus, which can only be seen via glitching. However, the graphics are glitched out themselves as it pulls up attributes from the code following the bonus sprite attribute table. | |
Super Mario Bros. 4 | Graphics for part of the logo seen in an early version of the game. It's reason of being scrapped is unknown. The logo would make an almost similar appearance to the remake. | |
AND | Even if this was used in the title, it would be very odd to say. Not to mention, none of the Mario games alone have the word "And" in it. |
Unused Level Modes[]
Layer 1 horizontal into Layer 2 vertical[]
(Sprite ID: EC) When put into a level, it will start out with a horizontal Layer 1 section, then transition into a vertical Layer 2 section.
Translucent Levels[]
(Level modes: 1E and 1F) Two level modes of a horizontal layer 1/background levels (1E) a horizontal layer 1/layer 2 levels (1F), and they are both fully functional to play. Their position at the end of the mode list suggests they were "hacked in" somewhat later in development. In early screenshots, a flooded grassy area using mode 1F, with water on one layer and ground on the other. It was possibly abandoned due to an 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[]
Name | Descrtiption |
---|---|
Object graphics indexes: A, E | Index A (Switch Palace 2) is identical to index 4 (Switch Palace 1) except it uses tileset 3, which is normally used by underground and castle levels (graphics-wise). As a result, all tileset-specific objects are scrambled, making the index mostly unusable. |
Sprite graphics index: F | An Index identical to most of the other sprite indexes, which only appears in one other index, "B, Switch Palace". GFX bank 14 contains the pipe, block, a Bullet Bill cannon, and Yoshi Coin graphics seen in every background tileset, none of which are used in any sprite of the game. It's possible that a set of sprite graphics existed at one point during development for this bank. |
Vertical Dark BG Level[]
(Level mode: 0D) Same as 0C (having a horizontal dark background level), but uses a vertical layout.
Duplicate Horizontal Layer 2 Level[]
(Level mode: 0F) Duplicate of level mode 01, as said by it's name.
Unused Mechanics[]
When the player presses a silver P-switch, Munchers turn into Coins. However, silver P-switches and Munchers never appear in a single level together. So this itself goes unused.
Unused Sound[]
Clip | Description |
---|---|
An unused sound meant to play when Mario/Luigi stomp on when on Georgette Jellies enemies. It was later used in Super Mario World 2: Yoshi's Island. |
Miscellaneous[]
Image | Name | Description |
---|---|---|
Extra Warp Pipe | An extra warp, for Vanilla Secret 1, which exists above the same exit the player originally goes through. It is possible to enter if the player has a Yoshi to jump off from. | |
Unused Red Switch Location | An unused block switch, which was meant to originally appear in Bowser Valley. Since the player would've had the blocks activated by that point, it was later moved to Vanilla Dome 2. Entering the level though will (for whatever reason) send the player to the TEST level. | |
Colored Boss Door | The one on the left is use but the one on the right is not. Not only it has different colors, it also has signs of door knobs too. | |
Goal Post Bottom | Although never seen in-game, Goal Posts have a bottom tile. Just like some of the Checkpoints, it's possible they were intended to float above the ground. However, the rounded part was overwritten at sometime during development of the game | |
Unused Bonuses | As slightly mentioned with the 5-UP, normally he bonus table caps at 1-Up after stomping eight enemies in a row. But due to a programming oversight, this doesn't apply to Wigglers! After the tenth stomp, receive the following below.
After 25 coins, each successful stomp will overflow the bonus table and give the player a glitched bonus, which is often worth a very large number of points and coins. | |
Post-Special World Galoomba | Galoomba graphics showing that they were going to have Yellow/Golden feet. |
Image (In-Game) | Image (Corrected Colors) | Description |
---|---|---|
In-game, the player would sometimes have a item in the box above the screen whenever it is needed. As the Mushroom, Fire Flower, and Feather are seen there, the Star was also going to be in it as well. However, due to the player getting invincibility, there's no way it can be obtained. |