The Famicom Super Mario World is probably the most accurate unlicensed port of the 16-bit original out there. It's certainly not perfect (several bugs, poorly redone music, lousy controls in relation to running and jumping physics), has just 28 levels of the original's 78 (with the Switch Palaces and secret worlds being completely absent), and is missing a number of enemies, obstacles, and other elements (some of which is due to the differences in hardware such as the Famicom's lack of Mode 7), but it's generally pretty good at sticking to the source material.
It's also notable for having a fully-functional Yoshi, something Nintendo said was impossible to do on Famicom hardware. Oops.
Unused Enemies and Objects#
Watch on YouTubeAll the enemies in this section can be found in this video. They can be spawned in with cheat code 0500:??, where "??" is one of the IDs below.
Spiny#
ID: 0x9A
Could have appeared in Forest of Illusion 4 (Chocolate Island 1 in this port).
Diggin' Chuck#
ID: 0xD4
A miscolored Diggin' Chuck. The original game had them in just one level, Valley of Bowser 4, which is not present in this port.
Bouncing Rock#
|
Original |
Fixed |
|---|---|
|
|
|
ID: 0xB4
Similarly miscolored rocks that Diggin' Chucks would throw at the player.
Bullet Bill#
ID: 0x80
Similar to the Diggin' Chuck, the areas where Bullet Bills were encountered in the original game are not present in this port.
Fishbone#
ID: 0x8A
Similar to the Diggin' Chuck and Bullet Bill, the areas where Fishbone was encountered in the original game are not present in this port.
Unused Graphics#
Mario#
Unused Big Mario Sprites#
Super Mario and Fire Mario have several sprites that go unused. They even have Luigi variants. Some things of note:
- While Mario can throw fireballs in this version, the second unused sprite uses tiles from Super Mario's graphic banks, hence why this is unused.
- The last sprite seems to depict a different head for Mario, but it's found with the Fire Mario sprites and no other tiles exist for this variation.
- Mario can kick shells, but it has no animation in-game.
- A possible reason why the sliding and kicking sprites are unused is due to a lack of similar sprites for Small Mario.
Unused Small Mario Tiles#
Miscellaneous tiles for Small Mario. These were likely meant for an earlier design with a different palette.
Continue Sprite#
Mario with a halo, used in the original game's continue screen. This port has no option to continue after getting a Game Over.
Unused Enemy Graphics#
Muncher#
Animated graphics for Muncher. The ones that appear in-game only have one frame and act as a background hazard, whereas these look like they could be used as sprites.
Lakitu#
Could have appeared in Forest of Illusion 4 (Chocolate Island 1 in this port). No graphics exist for a cloud that Mario could ride in.
Beach Koopa#
A single tile that appears to be part of a sprite of a Beach Koopa kicking a shell.
Diagonal Spike Top#
A diagonal sprite for Spike Top, intended for when they move over corners.
Horizontal Podoboo#
Although horizontal Podoboos are used in-game, they use a different style and are not animated.
Vertical Bullet Bill#
A sprite for a vertical Bullet Bill.
Clappin' Chuck#
A sprite for a Clappin' Chuck.
Pitchin' Chuck#
An alternate arm for Pitchin' Chuck's throwing animation. It doesn't match either of the throwing animations from the SNES version, unlike the used throwing frames.
Flattened Enemies#
Flattened sprites exist for Koopas and Rexes, but aren't seen in-game. This is especially odd given that Dino-Torches do use their flattened sprite.
Dry Bones#
An unused portion of Dry Bones' head. It is almost identical to a tile used for its walking frame, however the neck bone is positioned one pixel lower than in the used version.
An unused body sprite for Dry Bones. It is identical to the body for its used standing frame, except it is missing its neck, and the entire sprite is shifted over 5 pixels to the left. Due to this offset, it does not fit with any of its other graphics.
Koopalings#
Sprites of Morton and Roy turning to start walking up a wall, mimicking one of the original game's Mode 7 effects.
A third animation frame for Morton's and Roy's walking animation. It doesn't seem to fit very well and might be unfinished, as the frame appears to lack feet.
An unused tile of Lemmy's hair that no longer fits with any of his sprites. Likely left over from when his sprites may have been arranged differently.
Reznor#
What appears to be a very tiny platform stored alongside Reznor's graphics. Purpose unknown.
Overworld#
Cave Level#
The graphic used to denote cave levels in the original game. While two cave levels are in this port, they instead use the same world map graphics as normal levels.
Boo#
A tiny Boo. In the original game, this appeared over Ghost Houses on the overworld map.
Star Road Warp#
A tile for the Star Road warps from the original game. There are no other elements related to Star Road in this port.
Misc.#
Background Wooden Spike#
Background variants of the wooden spikes. The used version is a sprite and has a slightly different design.
Crusher#
The giant crusher, meant for castle levels. It has no collision and was replaced by Thwomps in this port.
Animated Flip Block#
An animation for the Flip Block, which goes unused as you can't flip blocks (or break them or P-Switch them into coins, for that matter) in this port. There is in fact an unused spinning Flip Block tile that uses this animation, but it simply acts as a normal solid block. Interestingly, this tile does appear in Roy's Castle in the incomplete version! (It's replaced with the used stationary Flip Block in the completed game.)
Yoshi Eggshell Pieces#
Eggshell pieces. Similar graphics were used in the original when Yoshi hatches out of an egg.
Peach#
Peach reaching the ground and opening her eyes after falling out of the Koopa Clown Car, which is not used here.
Unused sparkling particles, intended for when Peach descends to the ground.
Unused Music#
Unused channel data for Donut Plains, presumably meant to be played on the triangle channel.
Partially-Unused Level#
The entirety of the level featured on the title screen. Only the first half of it is seen in-game.
Hidden JY Logo#
In any level, pause and press Up, Right, A, Down, Right, B, Up, Left to trigger a hidden JY logo screen, using the standard full-screen logo found in most JY-published games. The only way out is to reset.
Versions of the logo appear in-game as the sun in the background of Yoshi's Island 3, Donut Plains 1, and Chocolate Island 1, as well as Yoshi's House during the ending:
(Source: Bootleg Games Wiki)
Object List#
At address 0x090010 in the ROM is a truncated list of objects with associated pointers for their sprite handling code. This is likely from an earlier point in development, as many pointers differ from those used in the final build.
EBoss01 9364H
EBoss01X 9389H
EBoss02 8CDBH
EBoss03 8000H
EBulubase 8A81H
EBuluchess 8640H
EBulufoot 8D59H
EBulugball 901AH
EBululook 843BH
EBulupress 87C8H
ECalon_lay 9A87H
ECap 99C7H
ECap1 9A0BH
ECap2 9A62H
ECapSt 8008H
ECar 8039H
ECarNo 96CBH
EColli 88E0H
EColli_fall 8517H
EColli_fly 82C7H
EColon_B 9980H
EDNock 8AB4H
EDisA 8926H
EDolap 866BH
EDolap1 866FH
EEgg 9562H
EElve 8544H
EEveF 885FH
EFan 8911H
EFball_45 8F15H
EFball_UD 8D95H
EFeather 9769H
EFire 9D9FH
EFire30 96F8H
EFire31 96F8H
EFire32 96F8H
EFireX 96D5H
EFireX1 96D5H
EFishbon 9519H
EFlower 9742H
EFootball 8E28H
EGndball 90C4H
EGrass 99A9H
EGreenGu 96B7H
EGu 9BEDH
EGwaKo 9660H
EHPSw 958DH
EHone_lay 93B7H
EHonmate 9279H
EI_telisa 9286H
EJump 9630H
EKiller 8BF1H
EKoopa 8939H
ELight 97C3H
EMech 935DH
EMech1 95C9H
EN_ball 9632H
ENock 820EH
ENock1 820EH
ENock2 820EH
EPSw 9590H
EPada 820EH
EPag 9951H
EPass 9BF5H
EPonch 8CF2H
EPonch1 8E2BH
ERColli 8897H
ERaita 84B5H
ERedGu 9724H
ERedGu
A list of official names for each object in this list can be found below:
Internal Object Names |
|---|
Internal Name |
EBoss01 |
EBoss01X |
EBoss02 |
EBoss03 |
EBulubase |
EBuluchess |
EBulufoot |
EBulugball |
EBululook |
EBulupress |
ECalon_lay |
ECap |
ECap1 |
ECap2 |
ECapSt |
ECar |
ECarNo |
EColli |
EColli_fall |
EColli_fly |
EColon_B |
EDNock |
EDisA |
EDolap |
EDolap1 |
EEgg |
EElve |
EEveF |
EFan |
EFball_45 |
EFball_UD |
EFeather |
EFire |
EFire30 |
EFire31 |
EFire32 |
EFireX |
EFireX1 |
EFishbon |
EFlower |
EFootball |
EGndball |
EGrass |
EGreenGu |
EGu |
EGwaKo |
EHPSw |
EHone_lay |
EHonmate |
EI_telisa |
EJump |
EKiller |
EKoopa |
ELight |
EMech |
EMech1 |
EN_ball |
ENock |
ENock1 |
ENock2 |
EPSw |
EPada |
EPag |
EPass |
EPonch |
EPonch1 |
ERColli |
ERaita |
ERedGu |