Though never seen in-game, Goal Posts have a bottom tile.
#Super mario world sprites blue yoshi luigi code
Pro Action Replay code 7E0DC203 will force a Starman to appear in your reserve item box. Shifting each value left by one bit ( 00 04 08 04) fixes this. 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). Instead of just, say, moving the pipe down a block, they instead duplicated the warp pipe data.Īt one point, it was possible to have a Starman in the reserve item box (though exactly how it would get there is a mystery). 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. In the screen right above that one, there's warp data that takes the player to the same exit. There's a pipe in Vanilla Secret 1 that leads to a secret exit. This oddity does not exist in the GBA remake. 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. None of the levels have an opportunity to do this, however.Ī Buzzy Beetle can be found at the very end of Donut Plains 2, stuck inside a wall. Pressing a silver P-Switch will turn Munchers (Map16 Tile 12F) into coins, as it does for most other enemies. Same as 0C (horizontal dark BG level), but uses a vertical layout.ĭuplicate of level mode 01 (Horizontal Layer 2 Level), but moves layers 1&2 to the subscreen. It's possible that a set of sprite graphics existed in this bank at one point during development. 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. 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). The layer 3 image is the slow left-scrolling rocks. This would have allowed for above-ground rocky levels, similar to those of World 6 in the New Super Mario Bros. Index E (Underground 3) is identical to indexes 3 and 9 (Underground 1 and 2), except it uses a forest/mountain background GFX bank. As a result, all tileset-specific objects are scrambled, making the index mostly unusable. 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. Unused Background and Sprite Graphics Indexes 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. Their position at the end of the mode list suggests they were "hacked in" somewhat later in development.Įarly screenshots showed a flooded grassy area using mode 1F, with water on one layer and ground on the other. 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). It only functions in levels with the layout mode set to 05 or 06. 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. Unused Level Modes Layer 1 horizontal into Layer 2 vertical Used in the ys_romX_0 build for when the player stomps on Georgette Jellies. Also, Yoshi.Īn unused sound that would be repurposed in Yoshi's Island for when the player hits Expansion Blocks, unlocks levels, and jumps on Fat Guys. Super Mario World is the first Mario game on the SNES, rushed and hacked together in time for release.ĭespite that, it's considered a high point of the franchise, partly due to the ridiculous amount of non-linearity and secrets within the levels.