the cutting room mirror

Sprites

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This is a sub-page of Development:Super Mario World (SNES).

Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as:
A sprite depicting Kawauso-kun naked and with his genitalia visible.

To do:

This page is loooong...
Consider grouping related content into additional subpages to ease readability.

Most sprites and animations can be found in NEWS\NEWS\テープリストア\NEWS_11\NEWS_11\hino\z-mario-4.

Animations#

Animations are stored in .OBJ files.

z-mario-4#

These .OBJ files are found in NEWS\NEWS\テープリストア\NEWS_11\NEWS_11\hino\z-mario-4.

z-mario-4

File name

Date

Graphic

Comments

kuppa-0.OBJ

06 October 1989 17:58

Animations of four of the Koopalings. In the final game, none of them have fire-breathing animations, while Lemmy and Wendy don't stand upright during their boss fight.

kuppa-1.OBJ

06 October 1989 17:58

Early animations of Morton, Roy, and Ludwig with simpler shading. Morton and Roy don't breathe fire in the final game, but the appropriate graphics still exist in the ROM.

map-obj.OBJ

25 October 1989 10:43

Mario riding a cloud on the world map. This might have been Jugem's Cloud from Super Mario Bros. 3, where it was used to skip a level.

one-chr-kun.OBJ

09 November 1989 20:03

An unknown 1-tile-sized green creature climbing up a block.

bul-kuppa-down.OBJ

16 November 1989 13:38

Chargin' Chuck originally had a unique animation for getting hit from the side, but the body was overwritten with Super Koopa graphics.

footboll-kuppa.OBJ

30 November 1989 16:08

A dazed-looking Chargin' Chuck with sparkles around him, most likely for whenever the player would jump on him.

The clapping animation had smaller hands.

A Chargin' Chuck throwing a Beach Koopa, which might have overwritten something else that was in that spot.

A turning animation.

kame-houdai-chr-C.OBJ

23 January 1990 09:48

A narrow tube that shoots out Koopa shells.

A small, walking cannon. A similar enemy, known as a "Kaboomba" (Taihōkun in Japanese), ended up being used in Super Mario World 2: Yoshi's Island.

The same small cannon enemy, as well as a larger one. They shoot out Koopa shells. Cannons that shoot shells would later be implemented in Super Mario Maker.

A wind-up key likely meant to be attached to the cannons, although it looks huge compared to the small cannon.

player-pouse.OBJ

29 January 1990 15:34

A sheet of early Mario sprites with a slightly smaller hat.

Sprites of Raccoon Mario, a powerup from Super Mario Bros. 3 that was replaced by what would ultimately become the Cape. These graphics are similar to those shown here, but they aren't exactly the same, as the color of the hat's brim is different.

kirai-chr-c.OBJ

28 February 1990 11:48

SMW_kirai-chr-c_1.gif SMW_kirai-chr-c_2.gif SMW_kirai-chr-c_3.gif

According to the file name, these are animations for a naval mine object. They seem to be attached to an early version of the midpoint, although this could be a placeholder or another case of overwritten graphics. Another, similar object ended up being implemented into Super Mario 64, where it was once again scrapped. This .obj uses the chr-stock-C.cgx file

player-musasabi-Q-X-new.OBJ

04 March 1990 19:48

An animation of Mario flying without a Cape. A near-identical sprite still exists in the final game, albeit unused.

According to the filename, this is an animation of a flying squirrel power-up. The ability was ultimately replaced by the cape in this game, but it would eventually appear in New Super Mario Bros. U, with the same name in Japanese (Musasabi).

player-musasabi-1-Q-X-1W-kaiten.OBJ

07 March 1990 15:27

Player-musasabi-1-Q-X-1W-kaiten_RaccoonMario.gif Player-musasabi-1-Q-X-1W-kaiten_RaccoonMario_2.gif

More complete flying animations for the flying squirrel power-up that include frames with his hands on his head.

player-musasabi-1-Q-X-1W.OBJ

07 March 1990 15:29

The same animation without the flying squirrel/raccoon attachments.

player-musasabi-QX1W-met.OBJ

10 March 1990 15:26

Player-musasabi-QX1W-met_Helmet.gif Player-musasabi-QX1W-met_Cape.gif

The Raccoon form was replaced by Cape Mario, who originally wore a helmet.

player-mant-QX0W-met.OBJ

10 March 1990 19:56

SMW_player-mant-QX0W-met-1.gif SMW_player-mant-QX0W-met-2.gif Player-mant-QX0W-met_Cape.gif Player-mant-QX0W-met_Cape_Frames.gif

More animations of the helmet-wearing Cape Mario. It seems that the Cape did not yet inflate while flying at this point in development.

player-hane-QX0W-hane.OBJ

13 March 1990 21:18

SMW_player-hane-QX0W-hane_1.gif SMW_player-hane-QX0W-hane_2.gif SMW_player-hane-QX0W-hane_3.gif

Another potential replacement to the Raccoon form that depicts Mario wearing wings. A similar powerup, the Wing Cap, would later be implemented in Super Mario 64.

player-mant-QX1W-mant.OBJ

13 March 1990 21:18

Player-mant-QX1W-mant_Cape.gif Player-mant-QX1W-mant_Mario.gif

Cape Mario's helmet was removed at this point. Mario himself has a slightly bigger hat here compared to the final version.

player-hane-TEST-0.OBJ

14 March 1990 11:34

SMW_player-hane-TEST-0.OBJ_1.gif SMW_player-hane-TEST-0.OBJ_2.gif SMW_player-hane-TEST-0.OBJ_3.gif SMW_player-hane-TEST-0.OBJ_4.gif

More animations of the winged Mario power-up.

player-nin-nin-0.OBJ

17 March 1990 17:41

The cape was made to inflate while flying, though the cape itself is much smaller here than in the final game. The palette file player-ninnin.COL depicts Mario with a unique green-and-red palette.

kuppa-car.OBJ

12 April 1990 14:46

SMW_kuppa_car_1.gif SMW_kuppa_car_2.gif SMW_kuppa_car_3.gif SMW_kuppa_car_4.gif

Several completely-unused Bowser cars, which may have been early concepts of the Koopa Clown Car (hence the name).

kuppa-k.OBJ

28 May 1990 11:56

An animation of Bowser looking around and laughing.

shoulder-attack-bul.OBJ

30 May 1990 11:19

A Chargin' Chuck in its blue palette casually running rather than charging.

same-chr-M.OBJ

21 June 1990 13:49

SMW_same-chr-M.gif SMW_same-chr-M_2.png

A shark enemy that was most likely an early version of Blargg. The animation implies that this enemy would have had its dorsal fin sticking out, rather than eyes peeking out of lava.

kuppa-chr-I.OBJ

26 June 1990 13:07

An animation of Bowser turning in the Koopa Clown Car. The final game does not have a turning frame. The propeller also resembles a wind-up key here.

A crouching Bowser looking around his surroundings.

doragon-house-demo.OBJ

11 July 1990 17:18

SMW_ElderlyYoshi1.gif SMW_ElderlyYoshi2.gif

A cut elderly Yoshi with animations for walking and talking. Based on the filename "Dragon House Demo" ("Dragon House" being the original name of Yoshi's House), it would have been used in Yoshi's House, probably as an NPC.

shiro-noko-etc.OBJ

16 July 1990 14:09

The Snake Block originally had graphics for large blocks on each end.

shiro-end-demo-zoom.OBJ

10 August 1990 01:26

SMW_shiro-end-demo-zoom_1.gif SMW_shiro-end-demo-zoom_2.gif

Animations for a castle destruction cutscene that sees Mario traveling in and out of the foreground.

chr-stock#

These .OBJ files are found in NEWS\NEWS\テープリストア\NEWS_11\NEWS_11\hino\z-mario-4\chr-stock.

chr-stock

File name

Date

Graphic

Comments

chr-stock-2-minidragon.OBJ

12 July 1990 10:44

SMW_chr_stock_minidragon3.gif SMW_chr_stock_minidragon4.gif SMW_chr_stock_minidragon_sit1.png SMW_chr_stock_minidragon_sit2.png

Various animations of Mario riding an early version of Yoshi. It's more evident that Mario is hitting Yoshi in the head here.

An unknown creature dancing on a row of Brick Blocks, shaking it in the process.

chr-stock-2-minidragon-1.OBJ

12 July 1990 10:44

An animation of Yoshi eating a yellow shell.

chr-stock-3-imomushi.OBJ

12 July 1990 10:44

Early

Final

An early version of a Wiggler walking. It has a cone on its head, instead of a flower like the final version.

chr-stock-7.OBJ

12 July 1990 10:44

An unknown large bird flying. It appears to be gripping something, which may be related to the unused cage levels.

Animated water.

An animation of Mario, with a red hat brim, swimming.

chr-stock-8-parakuri.OBJ

12 July 1990 10:44

Early

Final

The parachuting Galoomba had a snappier-looking animation compared to the final, with one unique sprite of the Galoomba angled more outward.

A baby Yoshi specifically eating what seems to be some kind of blue Para-beetle, which never made it into the final game as an enemy.

chr-stock-8-uni.OBJ

12 July 1990 10:44

SMW_chr-stock-8-uni_Urchin.gif SMW_chr-stock-8-uni_Urchin_2.gif

Different iterations of the Urchin, with the numbered animation frames marked in the corners.

A very early version of an Urchin. This appearance is closer to how real sea urchins look, with thin spikes and a black appearance.

Sprites#

z-mario-4#

These files are found in NEWS\NEWS\テープリストア\NEWS_11\NEWS_11\hino\z-mario-4. Unless otherwise noted, all of these files have the extension .CGX.

z-mario-4

File name

Date

Graphic

Comments

Mario and Luigi

luiji

28 Jun 1989 22:24

Very early versions of Mario and Luigi, the latter of which originally had unique graphics instead of being a palette swap of Mario. Some of Mario's sprites seem to be the very same ones shown off here and here. Also, a Lakitu with a square cloud, that is more reminiscent of its appearance in previous Mario games.

v-ram-kabe

02 Oct 1989 11:15

A row of early Mario sprites farther along than those seen in luiji.CGX. The most noticeable difference is Mario's hat, which has a red brim rather than the black brim of the final. These can be seen in the Ghost House pre-release screenshot and some of the Castle screenshots. "Kabe" means "wall" in Japanese.

v-ram-shiro-end-demo-zoom

10 Aug 1990 10:46

Mario shrinking, meant for a scene where he is far away.

v-ram-mode-7-peach-test

30 Aug 1990 21:21

Unique sprites of Mario standing up straight, curiously capless too. Most likely intended for the cutscene after Bowser's defeat, due to these being grouped with Peach sprites.

MARI-CORE-luiji

19 Jul 1993 14:17

A scratchpad of sprite data for Luigi's distinct graphics implemented in Super Mario All-Stars + Super Mario World. This sheet is notable for an unused sprite of Luigi giving a thumbs-up, which at a glance humorously looks like he's flipping the bird (which is possibly the reason for its exclusion from the final game).

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

An early version of the fireballs thrown by Fire Mario.

Enemies

Koopa Troopa

v-ram-yane 03 Jul 1989 17:34

v-ram-night 24 Sep 1989 20:48

Final 22 Aug 1990

Koopa Troopas were much more reminiscent of their Super Mario Bros. 3 appearance. The shading on the shell was also revised.

v-ram-yane

v-ram-yane 03 Jul 1989 17:34

v-ram-night 24 Sep 1989 20:48

Final

The Koopa shell's shading changed over time, as well as eyes made squintier.

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

The climbing Koopa Troopa sprites had different shading and were later given shoes.

v-ram-yane 03 Jul 1989 17:34

v-ram-night 24 Sep 1989 20:48

v-ram-mant-kame 16 May 1990 04:47

Final

  • Beach Koopas lacked shoes early on. These can be seen in prerelease screenshots.
  • Biting sprites are present. Use unknown.
  • The walking animation was slightly different.
  • The squashed sprite was changed from a 16×16 sprite to an 8×8 sprite that's flipped horizontally to create the other half.
  • The "ejected from shell" sprites went through a few changes.

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

An early version of the wings worn by Paratroopas and Paragoombas. These are the same graphics used by the Paragoombas in a screenshot here.

Goomba

v-ram-yane 03 Jul 1989 17:34

v-ram-night 24 Sep 1989 20:48

v-ram-kabe 02 Oct 1989 11:15

Final 23 May 1990

  • Sprites of classic Goombas are present, who were later replaced with the SMW design that is also called Goomba on the English localizations but re-localized as Galoombas in later games. These sprites are reminiscent of their Super Mario Bros. 3 appearance and are the same ones used by the Paragoombas in one of the screenshots here.
  • The World variant may have originally been defeated by being jumped on, as indicated by the presence of a flattened sprite.

v-ram-yane

03 Jul 1989 17:34

An unknown creature, possibly a 16-bit rendition of the Micro-Goomba from Super Mario Bros. 3.

Piranha Plant

v-ram-yane 03 Jul 1989 17:34

v-ram-night 24 Sep 1989 20:48

v-ram-chijo-back 24 May 1990 13:20

Final (Upside Down)

The Venus Fire Trap (from Super Mario Bros. 3) and a standard Piranha Plant that goes up. In the final game, standard Piranha Plants only go down. While sprites for an upward standard Piranha Plant do exist in the final game's data, the sprite for their vine was replaced in memory with one of the frames of a flopping Cheep Cheep.

Unknown

v-ram-kumo

07 Jun 1990 13:40

A flower creature that strongly resembles Hanazukin-chan, the mascot of Expo '90, which was held in Osaka in 1990. It was likely an NPC that you could interact with, as it is located in the same VRAM location where the message boxes would be placed in the final.

Jumping Piranha Plant

v-ram-kumo

07 Jun 1990 13:40

v-ram-kumo 07 Jun 1990 13:40

Final

The stem of the Jumping Piranha Plant was given shading.

Lakitu

luiji 28 Jun 1989 22:24

v-ram-yama 16 Mar 1990 22:02

Final

  • Lakitu's cloud was not a separate sprite yet.
  • A minor change in the perspective of Lakitu's head. The graphics of Lakitu throwing something did not exist yet.

Bob-Omb

chr-stock-9 12 Jul 1990 9:44

chr-stock-2 17 Jul 1990 9:44

Final

The Bob-omb's feet were different.

Cheep Cheep

v-ram-game-over

08 Nov 1989 17:27

v-ram-game-over 08 Nov 1989 17:27

Final

The Cheep Cheeps were originally more in line with their classic appearance.

Hammer Bro

luiji

28 Jun 1989 22:24

luiji 28 Jun 1989 22:24

v-ram-yama 16 Mar 1990 22:02

The classic Hammer Bros. can be seen in an early version of the forest enemy graphics set. The sprites for the hammer were reused for the Amazing Flyin' Hammer Brother's hammers.

Sledge Bro

v-ram-kuppa-big-block

03 Jul 1990 16:53

Sledge Bro was supposed to return in Super Mario World, complete with...shell graphics? Sledge Bros never go into shells when stomped on in any of their later appearances, so this may have been an early idea that was scrapped later on.

Chain Chomp

v-ram-yama

16 Mar 1990 22:02

Chain Chomp was set to return in Super Mario World, as it can also be found in the early forest enemy graphics set. The graphic for the chain still exists in the final game's data. Redone sprites were given for their appearance in Super Mario Maker's Super Mario World style.

Muncher

v-ram-yane

03 Jul 1989 17:34

03 Jul 1989 17:34

Final

An early Muncher with different shading.

  • Present in SNES Test Program.

Rocky Wrench

v-ram-ghost-ship

23 Feb 1990 10:36

Sprites of Rocky Wrench, an enemy from Super Mario Bros. 3 that doesn't appear in Super Mario World. New sprites were used for the Rocky Wrenches seen in the Super Mario World style of Super Mario Maker.

Dry Bones

v-ram-bul-kuppa-old

23 Mar 1990 11:31

v-ram-bul-kuppa-old 23 Mar 1990 11:31

Final

In the final game, there are two different types of Dry Bones objects: The ones that are able to throw bones, and the ones that can't. However, the presence of two different types of Dry Bones in an early version of the Castle sprites' graphics set suggests that they were originally considered to be two different enemies with separate graphics. The palette is the same one used during the ending sequence, with the shoes being blue rather than red. The bones were also thicker.

Bony Beetle

v-ram-bul-kuppa-old

23 Mar 1990 11:31

v-ram-bul-kuppa-old 23 Mar 1990 11:31

Final

An early version of the Bony Beetle with a visible beak.

Wiggler

v-ram-yama 16 Mar 1990 22:02

v-ram-bul-kuppa-old 23 Mar 1990 11:31

Final

Wiggler was originally green and wore a cone on its head. The lack of angered sprites can be explained by the spikes on its back.

Chargin' Chuck

v-ram-bul-kuppa 23 Mar 1990 16:41

v-ram-sora-demo 17 May 1990 15:24

Final

Early Chargin' Chuck. The final changed the skin color, added more detailed shading to the helmet, and replaced the walking frames with charging. The early sprites' palette actually better resembles their artwork for this game and their appearances in later titles (such as Super Mario 3D World) and their appearance in the credits.

Big Buzzy Beetle

X-Y-1F-back

25 May 1990 10:06

A large Buzzy Beetle appears in early versions of the underground sprites bank. It would ultimately be replaced by Blargg. A Big Buzzy Beetle would eventually make its debut in Paper Mario: Sticker Star and New Super Mario Bros. U.

Monty Mole

v-ram-kumo

07 Jun 1990 13:40

v-ram-kumo 07 Jun 1990 13:40

Final

Monty Mole's digging looked different.

Sumo Bro

v-ram-kumo

07 Jun 1990 13:40

v-ram-kumo 07 Jun 1990 13:40

Final

The Sumo Bro was given a spike on its head in the final game, possibly to signify that it can't be jumped on. Interestingly, their official artwork is based on this early, spike-less design. There is also an unused sprite of the enemy with its mouth open as well as what is most likely early fire after Sumo Bro stomps.

Pokey

v-ram-mant-kame

16 May 1990 02:47

v-ram-mant-kame 16 May 1990 02:47

Final

The Pokey's original sprite resembled its Super Mario Bros. 2 appearance. The final added spikes on its head and changed its color palette to the yellow one.

Thwimp

v-ram-bul-kuppa-old

23 Mar 1990 11:31

v-ram-bul-kuppa-old 23 Mar 1990 11:31

Final

The Thwimp was changed from a 16×16 sprite to two 8×8 sprites that are flipped horizontally to create the right half, which resulted in a minor loss of unique shading on the right side.

Mechakoopa

v-ram-kuppa-big-block

03 Jul 1990 16:53

v-ram-kuppa-big-block 03 Jul 1990 16:53

Final

The Mechakoopa had simpler shading and white hair.

Dino Rhino and Dino Torch

v-ram-nakagon

06 Jul 1990 19:10

SMW_DinoRhinoEarly.gifSMW_DinoRhino2.pngSMW_DinoRhinoRoar.png

Early versions of the Dino Rhino, from a profile view instead of a 3/4 side view. Can be seen in a prerelease screenshot.

v-ram-nakagon

06 Jul 1990 19:10

SMW_DinoRhinoBabyEarly.gifSMW_BabyRhino.png

Early Dino-Torches. Interestingly, their official artwork is seemingly based on these sprites (or vice versa), as they're also drawn in a profile view.

Banzai Bill

v-ram-big-killer

31 Jul 1990 10:26

v-ram-big-killer 31 Jul 1990 10:26

Final

An early version of the Banzai Bill that resembles a standard Bullet Bill enemy more than the final sprite does. Seen in three screenshots here.

Fuzzy

X-2A

09 Sep 1990 22:54

SMW_EarlyFuzzy1.png SMW_EarlyFuzzy2.png

Two early versions of the Fuzzy.

Swooper

v-ram-chika

3 Sep 1990 23:17

v-ram-chika 3 Sep 1990 23:17

Final

Swooper's wings were redrawn, and the black outlines on its body were given some more color. The hanging sprite was unchanged for the final game.

Post Special Zone

X-2A-nomoto

08 Sep 1990 20:42

SMW_GoombaEarly1.gif SMW_KoopaShell.gif SMW_SMB3Koopa.png

Early graphics for the Goomba and Koopa's altered appearance after the Special Zone has been completed. In the final game, the graphics for the Goomba technically change, but the appearance is identical.

v-ram-chijo-2round 09 Sep 1990 14:11

X-2A 09 Sep 1990 22:5

Final

Early post-Special Zone Piranha Plants.

X-2A

09 Sep 1990 22:5

Early versions of the post-Special Zone Mario mask Koopas and their masks.

Boss Battles

Koopalings

X-Y-1F-back

25 May 1990 10:06

X-Y-1F-back 25 May 1990 10:06

Arranged

Early Koopalings. A duplicate of Iggy and Larry shell can be found in Ludwig/Morton/Roy graphics file in the final game.

v-ram-kuppa-big-block

03 Jul 1990 16:53

v-ram-kuppa-big-block 03 Jul 1990 16:53

Final

The ball used by some of the Koopalings was given a star pattern in the final game.

Bowser

v-ram-ending-kuppa-family

27 Aug 1990 19:11

v-ram-ending-kuppa-family 27 Aug 1990 19:11

Final

Bowser's eyes were changed to look downwards, presumably so he would be looking towards Mario.

v-ram-ending-kuppa-family

27 Aug 1990 19:11

v-ram-ending-kuppa-family 27 Aug 1990 19:11

Final

Bowser's arms were made thicker and the positioning of the fingers was altered.

v-ram-mode-7-peach

03 Sep 1990 20:20

v-ram-mode-7-peach 03 Sep 1990 20:20

Overlaid

Eyes located in the final boss fight sprites bank, seemingly intended to be overlaid on Bowser. Bowser's final "hit" animation does exist in this file, making it unknown what these would have been used for. The graphics were overwritten in the final game with Super Mario and Small Mario's blushing sprites.

v-ram-kuppa-big-block

03 Jul 1990 16:53

v-ram-kuppa-big-block 03 Jul 1990 16:53

Final

Bowser's fire had a completely different design.

Yoshi

v-ram-night 04 Sep 1989 20:48

v-ram-game-over 08 Nov 1989 17:27

v-ram-forest 22 Dec 1989 00:52

Yoshi originally had a more crocodilian appearance and was able to breathe fire.

v-ram-yama

16 Mar 1990 22:02

v-ram-yama 16 Mar 1990 22:02

Final

An early version of Yoshi with the white part extending further over his cheek. This was seemingly changed to match his official art better. Interestingly, these early sprites resemble his updated design from Yoshi's Island onward.

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

The Yoshi Egg had an extra animation frame, and the cracked pieces were originally made up of four unique 8×8 tiles, which was reduced to one 8×8 tile that's flipped horizontally and vertically. The egg itself also had simpler shading. The simpler-shaded egg graphic would, however, later be used in Super Mario Kart (albeit with a different palette).

v-ram-night 24 Sep 1989 20:48

v-ram-ghost-ship 23 Feb 1990 10:36

Final

An early blob-shaped Baby Yoshi that lacks any limbs.

v-ram-bul-kuppa

23 Mar 1990 16:41

An unknown flaming head, possibly intended for the fireballs that Yoshi spits when eating a red/fire enemy.

Miscellaneous

Coins

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

The second two coins were originally 16×16 sprites, which were changed to 8×8 sprites that are flipped vertically to create the bottom half. The first coin also has slightly different shading.

v-ram-yane 03 Jul 1989 17:34

v-ram-yama 16 Mar 1990 22:02

v-ram-kanaami 14 May 1990 20:49

v-ram-gosthouse 13 Sep 1990 11:34

Final

The Dragon Coin went through a number of revisions until a design with Yoshi's face on it was settled on.

  • A generic large coin. This coin can be seen in prerelease screenshots.
  • A coin with the number "10" on it, which presumably would have granted the player 10 coins.
  • This would be reduced to 5 coins.
  • A coin with Mario's face on it.

v-ram-ending-TEKI-meka-kuppa

27 Aug 1990 12:09

v-ram-ending-TEKI-meka-kuppa 27 Aug 1990 12:09

Final

An early version of the smiley coin with a star symbol on it. A similar design would be used for the coins in Super Mario 64 and the Star Coins in New Super Mario Bros.

v-ram-night 24 Sep 1989 20:48

v-ram-bul-kuppa-old 23 Mar 1990 11:31

Graphics intended for coin bonuses that would be earned by jumping off of multiple enemies. The coin bonuses are actually programmed into the final game, but the graphics don't exist and the only way to earn the bonus is through a glitch involving bouncing off of respawning calm Wigglers. The graphics were also found to exist in the SNES Test Program.

Power-ups

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

The Super Mushroom had extra shading added.

v-ram-yane 03 Jul 1989 17:34

v-ram-night 24 Sep 1989 20:48

Final

The Fire Flower was completely redesigned late into development, to stray farther from the Super Mario Bros. 3 style.

  • Present in SNES Test Program.

v-ram-yane 03 Jul 1989 17:34

v-ram-night 24 Sep 1989 20:48

v-ram-bul-kuppa-old 23 Mar 1990 11:31

Final

The Super Leaf from Super Mario Bros. 3 that would have granted the player the Raccoon form. The Raccoon form would ultimately be replaced by the Cape ability. The power-up item for the Cape was originally a literal cape.

Blocks

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

The ? Block would be redesigned to have a rounder cartoony look to it.

v-ram-yane 03 Jul 1989 17:34

v-ram-yama 16 Mar 1990 22:02

Final

The Brick Block from previous Mario games would be replaced by the rotating block.

  • Present in SNES Test Program.

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

Empty blocks did not have eyes.

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

The note block had darker shading.

v-ram-yane 03 Jul 1989 17:34

v-ram-yama 16 Mar 1990 22:02

The Wood Block from Super Mario Bros. 3. It was given a makeover with glasses before being scrapped and replaced in VRAM by the ! Blocks. A fully implemented Bounce Block object goes unused in the final game's data.

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

The Gray Block originally resembled the tileset of the Fortresses/Castles of Super Mario Bros. 3.

v-ram-yane 03 Jul 1989 17:34

v-ram-night 24 Sep 1989 20:48

v-ram-yama 16 Mar 1990 22:02

v-ram-kanaami 14 May 1990 20:49

Final

The rubble that appears after breaking a block was changed many times. The third variant is also present in the SNES Test Program.

v-ram-ending-test

20 Aug 1990 19:49

v-ram-ending-test 20 Aug 1990 19:49

Final

An early version of the Bonus Block with a picture of a 1-Up Mushroom on it.

v-ram-yane 03 Jul 1989 17:34

v-ram-yama 16 Mar 1990 22:02

v-ram-gosthouse-demo 04 Mar 1990 16:42

Final

The Triangular block originally had a mechanical appearance to it, which can be seen in prerelease screenshots. It would be redesigned to have eyes, then gradually changed to have simpler shading and a mouth.

Switches

v-ram-yane 03 Jul 1989 17:34

v-ram-night 24 Sep 1989 20:48

v-ram-yama 16 Mar 1990 22:02

Final

SMW_v-ram-yane_PSwitch.pngSMW_v-ram-yane_PressedSwitch.png

SMW_PSwitch_Final.pngSMW-v-ram-night-PSwitchPressed.png

SMW_PSwitch_Final.pngSMW-v-ram-yama-PSwitchPressed.png

SMW_PSwitch_Final.pngSMWTestSwitch2.PNG

  • An early P-Switch with different shading. The frame of the switch being pressed exists unused in the final game.
  • The frame of the switch being pressed was originally a 16×16 tile instead of an 8×8 tile that's flipped to create the other half.

v-ram-kabe

02 Oct 1989 11:15

An ON Switch that resembles the pressable P-Switch. Possibly could've functioned like the ON-OFF blocks in the final game.

v-ram-game-over

08 Nov 1989 17:27

The corresponding pressable OFF Switch.

Pipes

v-ram-yane 03 Jul 1989 17:34

v-ram-yama 16 Mar 1990 22:02

Final

Pipes had sharper edges and simpler shading. The earliest iteration can be seen in prerelease screenshots. The middle iteration still exists in the final, used for the growing and shrinking pipe sprite.

Platforms

v-ram-night 24 Sep 1989 20:48

v-ram-mant-kame 16 May 1990 04:47

Final

The spinning platform was taller, resembling its appearance in Super Mario Bros. 3, and had a slightly different highlight on the top. The earliest iteration can be seen in a few prerelease screenshots.

v-ram-sora-rock

28 Mar 1990 18:57

v-ram-sora-rock 28 Mar 1990 18:57

Final

The height change was also made to the checkerboard platform.

v-ram-sora-rock

28 Mar 1990 18:57

An unknown platform that was scrapped from the final game is present, that bears a resemblance to Donut Blocks seen in previous titles. It could have made an appearance as a counterpart to the Donut Blocks in Super Mario Bros. 3, and may have had the same functionality.

Door

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

The door had an extremely minor change in shading.

v-ram-night

24 Sep 1989 20:48

v-ram-night 24 Sep 1989 20:48

Final

An early version of the Key with the peg facing upwards.

v-ram-night

24 Sep 1989 20:48

v-ram-night 24 Sep 1989 20:48

Final

An early larger keyhole that lacks a white outline. The outline was possibly added so the keyhole could be more visible against dark backgrounds.

Goal Tape

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

An early midway point. The tape is much thinner, and the shading was reversed. This can be seen in a prerelease screenshot.

v-ram-yane

03 Jul 1989 17:34

v-ram-yane 03 Jul 1989 17:34

Final

An early version of the Giant Gate with the shading reversed and scrapped tiles for the bottom of the gate. The bottom tiles were overwritten with bush graphics in the final game and the tilemap was not changed to account for this, though the bottom of the gate is never actually seen in-game.

v-ram-kumo

07 Jun 1990 13:40

v-ram-kumo 07 Jun 1990 13:40

Final

The goal tape was originally flat, akin to the midway point's tape.

Bill Blaster

v-ram-yane 03 Jul 1989 17:34

Final

Unused

The top of the Bill Blaster was originally made up of four unique tiles, rather than two tiles that are flipped horizontally to create the right half. A later version of the bottom-right tile still exists in the final game, but goes unused (though it would interestingly go on to be used in Super Mario Maker). The bottom tiles with bolts were also removed and replaced with graphics for grass.

Yoshi's House Sign

Early

Final

The sign outside of Yoshi's house originally read "Dragon" rather than "Yoshi", which suggests it may have been called a "Dragon House" early on.

v-ram-map-kuppa-shima

28 Jun 1990 15:13

This odd-looking object resembling a polka-dotted pillow may have been intended for a stage intro, as it's grouped with other stage intro graphics. Its lumpy, soft shape and center indentation imply something may have rested in the middle - possibly Yoshi, since stage intros are only used for levels where Yoshi can't enter.

Peach

v-ram-mode-7-peach-test

30 Aug 1990 21:21

v-ram-mode-7-peach-test 30 Aug 1990 21:21

Final

Early sprites of Princess Peach with bigger eyes and less shading.

v-ram-mode-7-peach-test 30 Aug 1990 21:21

v-ram-mode-7-peach-test.CGX 30 Aug 1990 21:21

Final

Early sprites of Princess Peach screaming. The first was... thankfully redrawn, while the other's main differences are in her eyelashes and shading.

v-ram-mode-7-peach-test

30 Aug 1990 21:21

A Peach scarecrow that resembles the puppets seen during the Lemmy and Wendy fights in the final game.

Stage Tilesets

Plains

v-ram-forest

22 Dec 1989 00:52

v-ram-forest 22 Dec 1989 00:52

Final

An early version of the plains tileset, with the most notable difference being the white highlight. The rounded corner tiles from an early screenshot can be seen here.

Rope

v-ram-sora-rock

28 Mar 1990 18:57

v-ram-sora-rock 28 Mar 1990 18:57

Final

An early version of the rope tileset. The mushroom platform has a simpler design, which can also be seen in prerelease screenshots.

Underground

v-ram-kanaami 14 May 1990 20:49

v-ram-sea 18 Aug 1990 14:57

Final

An early version of the Underground tileset, "kanaami" meaning "wire mesh". The design would be altered and repurposed for the final game's castle tileset. This can be seen being used in a few screenshots here.

v-ram-night

24 Sep 1989 20:48

A scrapped Koopaling portrait that was most likely going to be used in the Ghost Houses.

v-ram-map

08 Sep 1990 02:41

A sideways 6 sign, most likely intended for the world map.

ABCD.CGX

7 Jun 1989 12:14

Possibly the earliest tileset made. For an unknown reason, the "?" on the ? Block is black instead of white.

mario1-A.CGX 16 Nov 1989 21:26

Since the graphics in mario1-A.CGX do not have a corresponding palette file, they're presented here with a custom palette.

mario1-A.CGX

16 Nov 1989 21:26

Possibly some of the earliest sprites of Mario, which closely resemble those seen in Super Mario Bros. 3. Raccoon Mario was ultimately replaced with Cape Mario in the final game.

An early Koopa Troopa, and a Beach Koopa standing upright.

Early sprites of Larry.

An early Buzzy Beetle, and a Big Buzzy Beetle. A Big Buzzy Beetle would eventually make its debut in Paper Mario: Sticker Star and New Super Mario Bros. U.

SMW_mario1-A_Mario_NoOutline.pngSMW_mario1-A_Koopa_NoOutline.pngSMW_mario1-A_Larry_NoOutline.pngSMW_mario1-A_BuzzyBeetle_NoOutline.png

These sprites use a very different style of shading compared to the final game, with a more 3-dimensional look to them.

kawauso

X-Q-X-kawauso.CGX

19 September 1990 16:39

Looks like the sprite artists were having a bit of fun here. This sheet features Kawauso-kun, the river otter from the Japanese gag manga Utsurun Desu. substituting as the playable character (one of them naked from the neck down). Funnily enough, this sheet predates the unrelated Utsurun Desu. Famicom game by about a year and a half. Also shown are strange versions of various enemies, some of which appear to be developer caricatures.

X-1W-kawauso.CGX

18 September 1990 20:01

The following content is NSFWIcon.png and has been hidden by default. Click to reveal content: ;

|SMW_X-1W-kawauso.png

There's a comment in a file called 日本_Ver3\asm\zel_play.asm in A Link to the Past which reads "metar gage sub (BY kawauso)" (meaning "Meter Gauge Subroutine (by Kawauso)"), so "kawauso" may also be a developer nickname. Graphics for the character also appear in the files for this game.

chr-stock#

These .CGX files are found in NEWS\NEWS\テープリストア\NEWS_11\NEWS_11\hino\z-mario-4\chr-stock.

chr-stock

File name

Date

Graphic

Comments

chr-stock-1.CGX

12 July 1990 10:44

Possibly the earliest version of Yoshi, taking on a very lanky and primitive appearance. It is reminiscent of an early concept sketch of Yoshi Shigeru Miyamoto drew during the development of Super Mario Bros. 3.

An unknown crocodile-like Koopa Troopa, possibly intended as a new Dinosaur Land-themed subspecies of Koopas, just like how the final game introduces the Galoombas as a subspecies of Goombas. These... ...things seem like they were going to have behaviors in which they hop around judging by the sprites, but it's not very clearly known.

A scratchpad of graphics for the bipedal Koopa Troopa.

Early Beach Koopas, including an early sprite of a Beach Koopa being ejected from its shell.

A small Hammer Bro, an enemy that does not appear in Super Mario World.

What appears to be a turning sprite for Spike Tops, similar to the one Koopas have. They don't turn around on contact with walls or near ledges in the final game, likely leading to this sprite being cut.

chr-stock-2.CGX

12 July 1990 10:44

Multiple early dinosaur-like incarnations of Yoshi.

Early sprites of red hat brim Mario riding Yoshi.

Early versions of Balloon Mario.

This sprite sheet is exactly the same as the one shown here.

chr-stock-3.CGX

12 July 1990 10:44

Numerous sprites of Mario with a red hat brim, including the fireball throwing frame, raccoon ear tiles, and a few early small Marios.

Early versions of the Dry Bones (one of them being similar to its Super Mario Bros. 3 counterpart) and the Bony Beetle.

Early versions of the Galoomba.

An early Lava Bubble with non-transparent eyes and different shading.

Early versions of the Skull Raft.

This appears to be a scratchpad of the spheres attached to the Spinning Platform, with a mushroomy appearance.

A few different iterations of the P-Balloon.

A big Piranha Plant, similar to ones seen in Mario Kart 64.

chr-stock-5.CGX

12 July 1990 10:44

A sheet of early Koopalings that share the same poses. Lemmy and Wendy lack upright standing sprites in the final game.

chr-stock-6.CGX

12 July 1990 10:44

Many different iterations of Larry. One of these seems to be the same as his appearance seen in a screenshot here.

chr-stock-7.CGX

12 July 1990 10:44

A strange unknown winged creature, possibly for a cutscene or for carrying a stage object. An animation for it can be seen at chr-stock-7.OBJ.

chr-stock-8.CGX

12 July 1990 10:44

Early version of the animated candles seen in one of the castle backgrounds; in the final game, the flame and light use separate graphics with different animations, whereas here they are one in the same. This early candle animation can be seen in prerelease screenshots.

Sprites for a Para-Beetle, an enemy seen in Super Mario Bros. 3. There were no palette files for this sprite, so a custom palette was made for it.

The walking animation for the early Mario sprites with a red hat brim.

The shimmering animation for the Brick Block, and what seems to be an early version of the Grab Block, both of which resemble their Super Mario Bros. 3 appearances. The Brick Block would ultimately be replaced by the Rotating Block, with the Grab Block using the same graphics as the latter.

A scratchpad of what seems to be an early version of the fireball that Yoshi spits.

Statues for Larry and Bowser.

Early versions of Rip Van Fish.

Early dolphins.

chr-stock-9.CGX

12 July 1990 10:44

A giant fish that resembles Boss Bass, an enemy seen in SMB3.

A small version of Torpedo Ted.

Sprites of a Sledge Bro, an enemy from SMB3 that does not appear in World.

chr-stock-B.CGX

12 July 1990 10:44

A sheet of early dolphins and some kind of shark. Sharks would later debut in Super Mario Land 2: 6 Golden Coins, and a similarly-designed character named Guppy would later appear in Super Mario Galaxy.

Animated tiles for the early ? Block and Brick Block.

Some patches.

chr-stock-C.CGX

12 July 1990 10:44

Later renditions of the unused Venus Fire Trap and upright Piranha Plant.

Early renditions of Yoshi with a rather large snout.

Early

Final

Slightly different sprites of Yoshi compared to the final.

Three early sprites of Mario looking up.

Sprites of Mario crouching in two distinct ways. The second one is very similar to the pose used in Super Mario Bros. Wonder.

A sprite of Mario's head in a profile view.

A grey wind key.

A tiny Yoshi looking ahead that bears resemblance to the one that appears in the unused No-Yoshi sign.

chr-stock-D.CGX

12 July 1990 10:44

Early

Final

Early Super Koopa sprites with a smaller, less detailed cape.

Early

Final

An early, smaller diagonal pipe, more reminiscent of normal pipes.

chr-stock-E.CGX

12 July 1990 10:44

Early versions of berries. A variant of the round berry design still exists in the final game as a placeholder, which is overwritten with the final animated frames at runtime.

chr-stock-G.CGX

12 July 1990 10:44

Early

Final

Multiple early versions of the underground tileset. Some of these graphics would be altered and repurposed for the castle tileset.

Early

Final

SMW_chr-stock-G_Castle_1.pngSMW_chr-stock-G_Castle_2.png

Early versions of the castle tileset, one of them seemingly being the same tileset seen in a few early screenshots. The sloped tiles were overwritten with the graphics for various gimmicks. Interestingly, the castle conveyor belts seem to be based off of the first design.

chr-stock-H.CGX

12 July 1990 10:44

A sheet of early small Marios, as well as an early "Diagonal Mario" on the bottom-left corner.

Super Mario with Small Mario's eyes.

chr-stock-I-kuppa.CGX

12 July 1990 10:44

SMW_chr-stock-I-kuppa_Bowser.pngSMW_BowserFronnt.pngSMW_BowserStand.png

Early Bowser sprites, including a frame of Bowser facing the screen which doesn't exist in the final game, and some graphics of Bowser out of the Koopa Clown Car.

An unknown Piranha Plant-like enemy, with eyes for some unknown reason, possibly a later version of the cut Venus Fire Trap. Interestingly, this design is similar to that of the Piranha Plants in DiC's Mario cartoons.

chr-stock-K-kuppa.CGX

12 July 1990 10:44

Sprites of Bowser out of the Koopa Clown Car, showing his full body. Could have possibly been intended for a bridge boss fight similar to Super Mario Bros. Redone sprites were given for their appearance in Super Mario Maker's Super Mario World style.

A speech bubble saying "やあ". Likely intended to be used with Sumo Bros, as this graphic is placed right after their sprites.

An early forest tileset which looks closer to the plains tileset.

Early iterations of Volcano Lotus with different leaf designs.

chr-stock-L-kuppa.CGX

12 July 1990 10:44

A later sheet of full-body Bowser sprites, including what seems to be an early propeller for the Koopa Clown Car, which looks more like a wind-up toy key. Redone sprites were given for their appearance in Super Mario Maker's Super Mario World style.

chr-stock-M-same.CGX

07 August 1990 09:10

A few different segmented iterations of Larry.

Very large dinosaur-like enemies that may have been early Blarggs.

Shark enemies that resemble the dolphins.

A strange unfinished creature that may have been intended for underwater stages.

chr-stock-N-shiro.CGX

18 July 1990 16:51

Earlier

This File

Final

The non-bone-throwing Dry Bones had their appearance updated before their unique graphics were removed.

chr-stock-O-senkan-kuppa.CGX

15 August 1990 14:15

A scratchpad of Lemmy sprites. It includes frames of him using a fan.

Earliest

Early

Final

Two iterations of Lemmy sprites with a few differences from the final:

  • The earliest iteration doesn't wear bracelets.
  • The second iteration includes tiles of Lemmy holding a fan, which were replaced with the frames of his feet in the final.

Q-X#

These .CGX files are found in NEWS\NEWS\テープリストア\NEWS_11\NEWS_11\hino\z-mario-4\Q-X.

Q-X

File name

Date

Graphic

Comments

X-Q-X-1W.CGX

08 March 1990 14:37

SMW_X-Q-X-1W_Mario.pngSMW_X-Q-X-1W_2.png

Graphics for the flying ability intended to be used by Raccoon Mario. A full animation using these graphics can be seen at player-musasabi-1-Q-X-1W-kaiten.OBJ.

The 8×8 tiles used by Mario's larger sprites that are loaded into VRAM at the start of the level. Aside from the palette, these are identical to those in the final game.

X-Q-X-new-0.CGX

08 March 1990 20:36

Early

Final

This file includes early Mario graphics arranged to be stored in the game's data.

Differences:

  • Graphics for the Raccoon form are present, which would ultimately be replaced by the Cape. Instead of Raccoon Mario having its own entire graphics set like in Super Mario Bros. 3, most of the ears and tail attachments would have been separate sprites.

Early

Final

  • Mario's palette is noticeably different, with darker reds and blues, a different skin color, and other miscellaneous differences.
  • The final sprites lost the shading on the shoes, due to the brown being removed to make way for the magenta used by Princess Peach.
  • Small Mario originally had a much shorter stature reminiscent of its look in Super Mario Bros. 3. Interestingly, the player's appearance on the world map is based off of these early sprites.
  • Mario's hat was made slightly bigger in the final game.
  • Mario's diagonal head would be changed from a profile view to a 3/4 view in the final game.
  • The sprites of Super Mario running at a 90 degree turn would be given wider eyes in the final game.
  • Mario had a very different crouching animation that resembles the one from Super Mario Bros. It can be seen pieced together at player-pouse.OBJ.
  • In the final game's sliding sprite, Mario's feet are raised higher.
  • Mario's "crouching while holding an item" sprite was given a visible second foot and thumb in the final game.

The second half of this image contains a scratchpad of a flying animation intended to be used by Raccoon Mario, an ability that would be given to Cape Mario by the final release. At the top-left of the image, you can see an earlier version of Mario's jumping animation that has a smaller hat symbol.

X-Q-X-1W-hane.CGX

13 March 1990 10:51

A few graphics for wings intended to be used as a powerup, and a sprite of Mario wearing a helmet. The idea Mario gaining wings to fly in this manner would later be used for Wing Mario in Super Mario 64, but on his cap rather than his back.

X-Q-X-1W-met.CGX

14 March 1990 11:53

More sprites of Mario wearing a helmet, now with the cape being introduced. One can also see two variations of Mario's standard appearance, with larger/smaller hat sizes than in the final sprites and visible eyebrows. Animations using these graphics can be seen at player-musasabi-QX1W-met.OBJ, player-mant-QX0W-met.OBJ, and player-mant-QX1W-mant.OBJ.

X-Q-X-hane-TEST.CGX

14 March 1990 17:58

Early

Final

A revision of Mario's graphics set including the sprites for the wing powerup. All Raccoon-related graphics were replaced with wings or dummied out. Animations using these graphics can be seen at player-hane-TEST-0.OBJ.