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Miscellaneous Content

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This is a sub-page of Development:Super Mario World (SNES)/Background Graphics and Tilemaps.

Various tilemaps that don't quite fit on the other pages.

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

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

ori.SCR#

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

ori.SCR 20 November 1989 19:00

Final

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 have been overwritten by pieces of layer 3 backgrounds and other objects.

baseball.SCR#

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.

baseball.CGX 03 October 1990 16:32

baseball.SCR 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! The idea of a screen-sized Banzai Bill would eventually be incorporated in New Super Mario Bros. Wii as the King Bill enemy.

31 July 1990 11:28

bowser.SCR#

This tilemap has one central Bowser in his Koopa Clown Car (which has no propeller, oddly) in the center of the screen.

12 April 1991 17:56

kuppa.SCR#

This tilemap has several animation frames of Bowser in his Clown Car.

28 June 1990 19:19

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

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.

chika-obj-bg.SCR

11 January 1990 14:18

with v-ram-chika.CGX 03 September 1990 23:12

with v-ram-chika-2.CGX 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

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

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

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

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

X-beta.SCR#

A tilemap entirely filled by tile F8, which in standard level tilesets is a solid transparent color.

X-bul-kuppa.SCR#

A tilemap entirely filled by tile 17D, but with rotations. Given its name, it seems like v-ram-bul-kuppa.CGX should work, but it doesn't.

01 November 1989 17:15

shiro-saka.SCR#

This tilemap, based on its 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

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

1-CLR.SCR#

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

29 August 1990 17:01

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

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

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

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.

21 September 1989 14:24