Super Mario World SNES ROM for apk android and pc working on emulator Super Mario World is a Platformer 2D game published by Nintendo released on August 23, 1991 for the Super Nintendo Entertainment System.
Game Title: Super Mario World
Platform: Super Nintendo Entertainment System (SNES) Release Date: August 23, 1991 Genre: Platformer 2D Publisher: Nintendo Region: USA (NTSC-U) Languages: English Super Mario World SNES ROM
Download Size: 341 KB
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Super Mario World is the first Mario game on the Super NES, 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.
Sub-Pages
Unused Sound
There is an unused sound in the ROM. It was reused in the next game for Expansion Blocks..well, expanding.
Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can download the clip or download a player to play the clip in your browser. Unused Level ModesLayer 1 horizontal into Layer 2 vertical
Sprite ID: EC
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
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.
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). Divinity original sin 2 ai companions. 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. Unused Graphics and Objects
A gigantic number of unused graphics and objects can be found hidden in the ROM. Even more stuff from earlier builds of Super Mario World can be found in the SNES Test Program and SNES Burn-In Test Cart.
Sprite-Based ObjectsClassic Piranha PlantSprite ID:1A
A classic Piranha Plant. If you've ever played a Mario game, you should know how this works. Its vine tile has been replaced in memory with one of the frames of Cheep Cheep flopping around on land, using the red palette instead of their normal yellow palette. Note that the upside-down variation of this is used in Vanilla Dome 3, but its stem has been made tileset-specific to the Cave object tileset, and since both Piranha Plants share their stem tilemaps, this explains why the stem of this has been moved.
An unused, yellow upward facing Piranha Plant variant was shown in a prerelease screenshot however.
There is in fact code in the game to make the stem use the same tiles as the upside-down variation, but due to a bug, it doesn't work properly. There is an Asar patch to correct this problem.
Floating PlatformSprite ID:5E
This platform will move to the right constantly once Mario lands on it. If Sprite Buoyancy is enabled in the current level, this object will act like the smaller floating platforms found in levels such as Yoshi's Island 4.
Flying CoinSprite ID:7E
A red coin that continuously moves to the right like a P-Balloon. Collecting it will give the player five coins. Red coins would not make their official debut until Super Mario World 2: Yoshi's Island, five years later.
Flying MushroomSprite ID:7F
Similar to the above object, this floating golden mushroom gives the player an extra life.
Flying CageSprite ID:88
This graphically-glitched flying cage can be put into the game. Mario is automatically placed inside the cage when the level starts, and if used in conjunction with an autoscroll object will make the cage move across the level on a set path.
Interestingly, the tile numbers and proportions used to draw the wings match up with sprite graphics found in the SNES Test Program (at least for the larger tile), making this an old leftover.
Unused Chargin' Chuck
Sprite ID:96
A duplicate of the normal Chargin' Chuck, used nowhere in the game.
Swooper SpawnerSprite ID:E4
This object will spawn a bunch of Swoopers at whatever Y position it's placed, acting much like the Boo spawner found in Ghost Houses. These Swoopers cannot be defeated and will hurt Mario if he tries jumping on them. Note that one of their two flying frames has glitched graphics, hinting that Swoopers had a tilemap change at some point in development, and the fact that jumping on them deals damage hints that they may have once been something completely different.
It should be noted that the Swoopers spawned by this object have a completely different palette than the ones used in-game; a blue and red palette is used instead of the green and orange one used by the normal Swooper objects. Curiously, later games would use the alternate coloration for Swooper, meaning that this may have been the intended palette after all.
Dummy Floating Platforms
Sprite IDs: 56, 58
These platforms are like the checkerboard platforms, but their sizes are 3 × 2 pixels.
Eerie Generator
Sprite ID: CB
Like the other spawners, this one spawns Eeries. You probably already guessed that.
Layer 2 Fall
Sprite ID: ED
A sprite that causes Layer 2 to fall. It also disables horizontal scrolling. Unknown use.
Foreground ObjectsBlue CoinFG Object ID:16
This acts just like a normal coin, but it's all..blue.
Hitting a P-Switch will turn these blue coins into magenta blocks. They can still be collected like coins, since the code that makes regular coins solid does not apply to this particular object.
Global RopeFG Object ID:17
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 DoorFG Object ID:10 (Extended object)
Half-sized doors that can only be entered by Small Mario. Both normal and P-Switch versions are coded in the game.
Question Mark Block with ShellFG Object ID:37, 38 (Extended object)
Question Mark Blocks that contain Koopa shells are fully coded in the game! Well, not just a Koopa shell. The actual Koopa is still inside, and it will get back up if you wait too long. Unlike a normal shell, fireballs have no effect on it. This is because items from blocks or the reserve box are immune to fireballs in order to prevent the player from frying them.
Empty Turn Block
FG Object ID:2E (Extended object)
Acts like a Turn Block with an item inside, but doesn't actually contain anything.
Bounce BlockFG Object ID:39 (Feather - Extended object) Block with 'Nothing' not defined as an object but is in Map16 at 12B
These blocks aren't activated by Koopa shells or jumping, but by running into them from the side. They are finished, but the object part of this block uses the wrong graphics (hinting that something else other than the P-Switch and Springboard was here). This graphical error can be fixed by changing the two 0x03 bytes at PC address $0729A to 0x00. Two versions of this block are coded: one with nothing in it, and one with a Cape Feather, the latter turning into the former when hit. Similar blocks appeared in Super Mario Bros. 3.
SeaweedFG Object ID:81 (Extended object)
An object-ified version of the seaweed commonly seen in underwater backgrounds. This is only found in the Ghost House tileset, and was likely intended to appear in the Sunken Ghost Ship.
GrassFG Object ID:3F X5 where X is the object length (Plains tileset only)
In the tileset-specific object set, Bushes 4 and 5 are considered unused, although Bush 5 is finished and works fine. The graphics for it are also finished, available in the forest tileset.
Conveyor RopesFG Object ID:36 X_ (Flat), 37 SS (Diagonal) (Mountain tileset only)
These are completely functional conveyor belts using special animated rope tiles. They can go either left or right, and the diagonal ones can face either direction, giving a total of six different unused ropes.
Note Block (All Sides)
FG Object ID:27 (Extended object)
A Note Block that will bounce Mario away from all sides, not just the top, similar to the pink Note Blocks in Super Mario Bros. 3.
Log ObjectsFG Object ID:3E (Horizontal), 3F (Vertical) (Mountain tileset only)
These logs are bright yellow, and can be both horizontal and vertical.
Side Cloud Fringes
FG Object ID:3E (Plains tileset only)
Side cloud fringes. Used nowhere in original game.
Top Cloud Fringe on white
FG Object ID:3D X1 (Plains tileset only)
Cloud fringe inside the white tile.
Cloud Fringe edges
FG Object ID:68-6F (Extended object)
Cloud Fringe edge tiles.
Overworld SpritesLakitu
This Lakitu will follow Mario around on the main overworld map, but he won't appear on any submaps (e.g., Vanilla Dome). Lakitu can be activated by hex editing a save state and changing address 19FB from 00 to 01.
This was most probably meant to appear on levels with Lakitus in them, but it was never coded to do such. Besides that, the only Lakitus in the game appear in submaps.
Blue Jay
This odd-looking bird also follows Mario around on the overworld map, but it will also appear on submaps (except Vanilla Dome). Like the Lakitu, it can be activated by changing address 19FC in a savestate to 02.
It has been suggested that the bird was used around levels that contained the flying cage, since the mysterious winged objects holding up the cage use a blue palette.
Piranha Plant
The Classic Piranha Plant really got shafted in this game. This is a sprite meant to go on the overworld as decoration, but it's never used.
Koopaling
Three Koopalings are actually present on the overworld map, but are never visible; the path tiles that were originally supposed to make them appear were changed into oddball corner tiles and used in the Star World. Unlike the rest of the overworld sprites, these actually had a purpose – they were to drag you into levels, much like the hands in World 8 of Super Mario Bros. 3.
The positions of the sprites (visible in Lunar Magic's overworld editor) suggest a vastly different overworld layout at the time of their 'removal' than what was seen in the final.
Other Unused Graphics
Hills Background StarAn animated star tile found in the hilly and Ghost House background tilesets. It's not used in either. In the final game, a different tileset is used for starry nights. Early Yoshi Berry
This rounder, shinier, non-animated version of the Yoshi berry is loaded into VRAM at the beginning of each level, but is immediately overwritten with the animated version, which looks much different. In fact, three different versions of the berry graphic exist in the ROM, as shown below:
Small Musical Note
A small musical note sprite, that bears a resemblance to the one on Note Blocks. In later games such as Super Mario 3D Land, notes like these pop out of Note Blocks when you jump on them, so maybe the same was planned for this game.
Fire-Spitting Dino Rhino
Dino Rhino was supposed to have an actual attack! These frames and a vertical version of Yoshi's fireball appear in the Dino Rhino tileset. In the actual game, Dino Rhino just walks back and forth; only the smaller Dino Torch actually attacks.
Interestingly, one of the transformed kings in the Super Mario All-Stars version of Super Mario Bros. 3 uses a scaled-down, differently-colored variant of the horizontal frame with a crown tacked on top.
Chain Chomp Chain?
In the graphics set for the forest enemies like Wiggler and Lakitu, is this small circular object. While there isn't any way to completely verify this, it does seem to resemble a chain that would be used for a Chain Chomp enemy. Given that the Chain Chomp was originally intended to make an appearance, and that there is an unusually large amount of placeholder tiles in the forest enemy graphics, it is entirely possible that the Chain Chomp was dummied out late in development, and this single tile was forgotten.
Yoshi
Several unused Yoshi parts intended for the ending.
Yoshi DustSuper Mario World Rom Emuparadise
This dust is supposed to appear when Mario hops on Yoshi, but it's unused in the final game. Game Genie code 8B68-AFDC will enable this feature.
Iggy's Hair
In the game, Iggy and Larry both have the same hairstyle.
However, in Super Mario Bros. 3, Iggy had a significantly different hairstyle. Graphics for this hairstyle do exist in Super Mario World, but are unused:
If used, it would look like this:
This seems to have been a mere oversight, as Iggy has his proper hair style during the ending. The tilemaps used during the ending are separate from the in-game ones, hence the discrepancies.
Morton and Roy's Attack
It seems that Morton and Roy were intended to have a secondary attack! This makes sense, since both of them have the same appropriate frames as Ludwig, who has a fireball attack.
Early Koopa Clown Car Teardrop
A tile version of the teardrop that appears when damaging the Koopa Clown Car. In the final game, it is a sprite that animates slightly and uses a blue palette, so this static tile version ends up unused.
Placeholder Block GraphicsBefore
These placeholder graphics for the on/off and spinning blocks are loaded before the animated versions are.'ブロック転送' means 'Block transfer'.
Early Brick GraphicsEarly
An earlier version of the bricks seen in the boss fights. Compared to the final version, the early one is poorly shaded.
Flying Birds
The birds found atop Yoshi's House have two unused flying frames. While these were left unused in the original game, the tiles found a purpose in the Game Boy Advance remake during the 96 exits cutscene, and as part of the reward for completing the coin-collecting challenge in Donut Plains 1.
5-Up
Graphics for a 5-Up bonus, which can only be seen via a glitch.
Older Title Screen GraphicsSuper Mario Bros. 4
These graphics appeared in an early version of the U.S. title screen, and are still present in the ROM. Strangely enough, they are not present in the Japanese ROM, even though the official Japanese label art did have the subtitle of 'SUPER MARIO BROS. 4'.
AND
Just the word 'AND'. This could have been meant to appear in the copyright line, e.g. '© 1990 AND 1991 Nintendo', though it doesn't fit well with the existing copyright font.
OdditiesOlder Level Layout LeftoversA 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. Extra Warp DataThere'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
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
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
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 StarmanIn-game colors
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
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. Unfortunately, the rounded part of the bottom tile was overwritten with large bush graphics at some point in development, causing the glitched appearance seen above.
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:
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 (though they can be seen in the SNES Test Program).
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.
Developer's ToolsFree 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 ContentInvisible 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.
These hidden 1ups are from Extended object of 19-1C.
There are at least 14 of these accessible in the game:
(There are also two sets of triggers in each copy of the 'TEST' map found throughout the ROM.)
Big Boo Peek Frame
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.)
However, less widely known is that Big Boos also have this behavior, but they require you to wait for approximately sixteen seconds before they'll react (by peeking out from behind their hands). This frame does not appear to be used anywhere else in the game.
(Source: Supper Mario Broth)
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This game is a tribute to the SNES aera and game Super Mario World.
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