Beta64 – Super Mario World


Super Mario World has to have been my most requested video of all time, as of now. And why shouldn’t it be? The game is amazing. It’s been on many of top games list and has even received the award for Greatest Game of All Time… by the Magazine Empire. No matter where you look, Super Mario World is highly praised. But, how did this all come to be? Where did the idea of Yoshi come from. What about that cape feather power-up? And why is the game subtitled “Super Mario Bros. 4” in Japan’s original release. Well strap in, because we’re gonna take a long look at the development of Super Mario World. Super Mario World began its development sometime around 1987, with a team of roughly 16 people. Some familiar names on the team include Takashi Tezuka as the director and Shigeru Miyamoto as producer. Since the Super Famicom released late 1990, it’s very likely that Super Mario World was one of the first games to be developed for the system. And because of this, there were some difficulties creating this Mario title, that later games on the system didn’t have to worry about. Such as incomplete development tools and, of course, just the fact that they’re starting something new with newly created tools. That creates a lot of challenges.
Despite problems working on the new hardware… There was an upside. The team had less restrictions
compared to developing for the original Famicom. As an example, it was much easier for the artists to depict what they wanted to see on screen. However, it was more challenging for Koji Kondo the composer of Super Mario World. Creating music for the game was a whole lot different from the original Famicom. On the Super Famicom, he had to create his own sound samples, as they weren’t built into the system anymore. this made composing music as Kondo said
in an interview 100 times more difficult not only that the team also had to
include their own expanded color palette so despite super mario world’s cartridge
being four megabytes compared to the three megabyte cartridge of Super Mario
Brothers 3 the team actually had less memory to work with
and speaking of Super Mario Brothers 3 before even starting on Super Mario
World the team ported smb3 to the super Famicon in order to experiment with the
new hardware and while it was the same game it did feature some higher detailed
sprites with better looking colors sadly we don’t have any pictures of it so
you’re just going to have to take Miyamoto’s word for it
looking at this port though he realized that the team couldn’t just make the
same game again they had to make something new and that was an issue that
stuck with them throughout development at that time many people who watched the
team as they develop Super Mario World told them that they didn’t see much
difference between this game and past Mario titles which solidified the need
for them to create something new one of these new ideas was the cape powerup and
Hum sure many of you note well at first though the cave was controlled
differently according to Tezuka in order to make sure the controls felt right
they let some people test the game and give them feedback as any good video
game development team would do and as they expected the controls were too
difficult for the test players and to fix it they adjusted the capes handling
in order to make it more playable at the cost of Mario flying a bit as Tezuka
said clumsy another new idea for Super Mario World was riding Yoshi though
technically it was actually an old idea in fact Miyamoto had the sketch of a
dinosaur character taped off on his desk for 5 years before they finally had the
technology to do it on the Super Famicom after developing the game further they
again brought into play testers at this time some mentioned that the game was
too difficult so to fix this problem the team decided to make Super Mario World
geared for beginners in the end while Super Mario Brothers 3 was aimed to be
for more experienced players Super Mario World was meant to be friendly to those
less skilled but still provide an exciting experience for those who are
veterans of the series one way they hope to accomplish this fine balance was with
the new dotted blocks which after you activate a switch will create blocks
where the dotted lines were doing this helped make the game easier for those
who are willing to search out and find those switches but despite being a smart
way to balance the game’s difficulty really it was just a side effect of
trying to create new blocks for the game in early nineteen
90 people on the outside got to see their first images of super mario world
from a 1989 build of the game let’s take an in-depth look starting at this early
title screen compare with the final this early built is quite different in fact
about the only thing that looks the same as the border but it’s what’s inside the
border that counts inside is a hand-drawn esque map of some
Island the logo itself is the same as the Japanese version except for the
color which was changed from all blue to various colors one thing you need to
know about this build though is that during this point of development the
team was modeling Super Mario World after Super Mario Brothers 3 at least
more than the final game is modeled after it that’s why this early logo is
blue because so is the logo for Super Mario Brothers 3 now the island in the
background is actually the overworld which you can see in this next image if
you compare this build to the final game really the only things that are the same
is the Mario icon in the map and the borders around the map on this border
the mario sprite was definitely changed between the two versions plus next to it
the world stage label is completely different in the final game the label
shows the world name and then the stage number next to it but in this early
image it uses a similar style to the original Super Mario Brothers by having
the world number – the stage number to the right of the text you’ve also got a
coin and score counter that I guess was deemed unnecessary and removed from the
game the actual overworld on this screen is massively different from the final
game from the looks of it you start at this centre green looking mushroom house
and then choose one of the four paths each path is its own world and we know
from these images that the bottom path is world 4 and the right path is world 2
each path looks to end with a fortress however we can’t say for sure because
you can’t completely see the top path but I do have a couple of theories of
where this top fortress could be first we could assume that the fortress was
meant to be somewhere in this missing spot or of course it could be somewhere
above these images but now we have a couple of problems with this and that’s
because of the level pattern do you see it it turns out that the left right and
bottom path each three stages before the fortress so
assuming that the top path would be the same the fortress couldn’t be on the top
of the image because that would mean that there would be four stages and then
the fortress if you want to believe that the top path follows this three level
pattern then they would have to be both stages and a fortress in the missing
spot on the left but then if you believe that what are these stages for where do
they lead needless to say there’s quite a bit of mystery surrounding the top
portion of the map counting the stages we can see including the fortresses
there were at least 16 levels in this build of the game assuming that the game
only took place on this island that means that this bill was much smaller
than the final game however this early version is a lot more open and not as
linear as the final now let’s take a look at some images of actual gameplay
first thing we’ll look at is the HUD which looks pretty much exactly the same
as the final game – a couple of things now what are those changes well the
bonus star counter is missing and the coin counter is taking its place plus
the life counter is not centered you may also notice that some of the colors look
to have changed but that’s actually probably not the case the colors in
these screenshots vary because they were probably taken by an actual camera
taking a picture of the game running on a TV so technically they aren’t
screenshots for instance in this image the saved items outline is blue like the
final but in this one it’s more green all of these photos were taken of the
same build of the game so it’s not likely that this was an actual change
just a bad picture speaking of that item box though the fire flower just seems to
look a bit different once you say actually it more closely resembles a
specific game can you guess what it is it’s Super Mario Brothers 3 of course in
fact a lot of other sprites in this build were made to look like their Super
Mario Brothers 3 counterpart like the question mark blocks the wood blocks in
the brick blocks that were replaced with turn blocks not to mention these
completely different Paragon bus’ and koopa troopas though the most
interesting thing related to Super Mario Brothers 3 in this early build is this
raccoon leaf powerup from smb3 which was never used in the
final game instead Super Mario World replaced it with the Cape feather in
this image there’s also a few other differences that you should notice first
the triangle block which looks more mechanical instead of the happy smiling
block it was later not only that there’s donuts in the sky not like a real donut
just a donut shaped cloud this cloud is visible and many of the screenshots in
Dinosaur Land but it isn’t found anywhere in the final game also in this
image are some big coins that were definitely not in the final game likely
they were replaced with the dragon coins which are a similar shape what’s
interesting is that they’re afforded them right next to each other which is
strange if they were meant to function the same as a dragon coin since in the
final you only need to collect five or less of them per stage and just making
that one jump would collect more than half now let’s move back to this image
which we briefly saw earlier I believe the stage shown in this image is the
final special stage mando and why do I think that well koopa troopas don’t
normally appear like that underwater except in mando because in that final
stage the water rises and falls and even when it covers the Koopas they stay the
same and keep on walking there isn’t much else to see in this image but we
can say for sure that one of these floating platforms isn’t in the final
can you guess which it turns out that while the smaller platform is in the
final stage Yoshi’s Island for the larger one isn’t in any stage in the
game in fact this larger platform will be mentioned again in this video so you
know stay tuned now you may have noticed that there’s no background in this early
version of mondo and I probably have the answer to that it’s because this stage
is likely using an unused mode that allow for a transparent water layer over
the stage later using this mode leaves no room for the background which would
explain why there isn’t one now I can hear you saying wait what about those
other stages with water in them like Yoshi’s Island for the one you literally
just showed us and well yes Yoshi’s Island 4 does include water platforms
and a background but there’s one thing the water is not transparent if you
watch the water while the game is playing it may look transparent but
pause the game you can clearly see it’s actually a
checkerboard pattern with one blue square and one non-existent square this
creates the illusion that the water is slightly see-through for evidence that
this early image is actually using transparent water notice that the coop
and other objects under the water don’t appear pixelated due to checkerboarded
water which is why we believe that it’s using the unused mode the next stage
we’re going to be looking at is some castle level the first image of the
stage showcases a different looking floor and also seems to be missing lava
other than that the background looks to be roughly the same though it likely
appears different because of the horrible exposure of the camera that
took the photo why don’t we take a look at another image and see if we can spot
some more differences without those fences blocking the view ah okay well it
looks like the candlesticks are slightly different but there’s definitely more
changes to the floor which is a lot different compared to the final the next
image here is of a ghost house but due to the strange placement of the note box
platforms in the lack of a background this was likely just a test level and
that’s really all I’ve got in this stage but there is a big conglomerate of
screenshots in this next image and after removing ones that we’ve already seen or
ones that never changed there’s still some more that we’ve got to look at the
first one here shows off a piranha plant but if you look real close and I mean
real close the enemy looks to be a normal parent plant as in it has a stem
now for those of you who really know Super Mario World you may be saying hold
up there are some normal piranha plants in vanilla dome 3 to which I will say
yes but there is some differences one they all go down
but the removed version goes up and second they’re all red and the removed
version is yellow the next image is pretty interesting to me
it shows off Larry Cooper’s boss battle from the final game but has some very
distinct differences first Mario is wearing a raccoon suit but we’ve already
seen that before the interesting changes are that the platform is much closer to
lava making the battle more difficult and Larry is in the air in the final
game Larry Koopa never jumps in this boss battle so apparently he was meant
to it’s likely that both of these changes were made in order to keep this
battle from being too over challenging the arrow you see on this
image points to another image that shows what happens after the boss battle is
won ignoring the text from the magazine there’s a couple of changes you’ll want
to know if you look at this image next to the final you can see that next to
the text saying Mario is the course number which was originally meant to be
shown plus underneath that course is misspelled because it’s missing an R
which is more of a mistake than a remove feature perhaps the most interesting
thing though is that Mario is giving the V sign which in the final game is only
done after finishing normal courses it never happens after a boss battle fast
forward a little while to a new build of Super Mario World which from the look of
the HUD in this image was taken much closer to the final release what’s nice
is that we know exactly where this image was taken in relation to the final game
the stage Yoshi’s Island one shall we compare and contrast first you probably
already noticed that the sky here is yellow instead of blue but did you
notice that there’s only one Rex on the ground in this early build instead of
four now this could be because the team hadn’t added them in or perhaps Mario
had already defeated them each scenario is entirely possible the biggest change
though is the Banzai bill the early version is gray instead of black and
lacks a lot of details overall it’s just boring Banzai bill actually appears in
this second early image as well which was taken shortly after the first the
last change we’ll look at is the evolution of the North American title
screen now first off in the final game the Super Mario were low go in the North
American release compared to the Japanese release looks very different
thanks to the shadow placement and the trademark logo but thanks to this early
screenshot we can see that at first the North American title screen logo was
going to look very similar to the Japanese version at least in terms of
the shadow other than that though there is still many changes between
these two versions like super being above Mario instead of being in the
middle and the addition of the subtext Super Mario Brothers next to super other
than that logo the only other difference is the missing copyright text and that
the ground is missing grass on top of it moving forward we have a slightly later
image which is almost exactly the same as before except for the addition of
fournette – Super Mario Brothers the final
copyright text and the fact that the ground looks like the final but is
taller than it and that was the last early version that we got to see but the
interesting thing is that even though the subtext Super Mario Brothers 4 it’s
gone from all versions of the Super Mario World title screen on the Japanese
box art it still has it clearly visible on the front of the package and it’s
even on the cartridge itself – following the development of Super Mario World
Miyamoto said in an interview that he felt that the game was incomplete when
it released since its development towards the end was seemingly rushed in
order to get the game released on time whoo now it’s time to move on to unused
stuff in the game’s file system which there is a lot of like a lot unused
graphics objects enemies items level sounds and more in fact there’s so much
stuff that I literally can’t list them all so I suggest heading over to the
cutting room floor after this video if you want to see more the link is in the
description ok we’re going to be starting with unused objects first
there’s that platform that was floating in the early image we saw earlier while
the smaller ones are already in the final game the bigger ones went unused
speaking of screenshots remember the removed yellow piranha plant with the
stem well there’s actually an unused red piranha plant with the stem in the game
now you’re probably saying hey the red variety is in the final game we saw it
earlier however that piranha plant is going down and it’s not simply flipped
in the game this is a completely different unused version but you
continue say where’s the stem all I can see is this weird fish well it turns out
that that specific place in memory that held the stem was replaced with the
cheep-cheep sprite that’s used when it’s out of water needless to say the piranha
plant was not meant to have a fish as its stem another unused enemy is the
blue swooper and if you played Super Mario World you should know that the
final sweepers are green in order to get these unused enemies into the game you
can place a spawner which will create them on the same Y position as the
spawner trying to jump on these enemies like in the final game will instead hurt
Mario and not defeat the swooper so perhaps this was the original intended
functionality of the enemy but was changed in order to
stage is easier one other thing about the sweepers is that they’re missing a
frame of their flying animation so after the team scrapped this color scheme
they must have replaced what was in that frame with something else what’s
interesting is that the sweepers green color scheme was eventually changed back
to the unused blue color scheme for every other mario game since and
speaking of flying things there’s a couple of unused flying items that mario
was originally supposed to collect one is a flying golden mushroom that when
collected gives mario an extra life the other is a flying red coin and in case
you didn’t know there are no red coins in Super Mario World
in fact the first mario game to have red coins was super mario world 2 Yoshi’s
Island which was released five years later this scrapped coin moves to the
right and when collected Awards the player with five coins but not only was
there an unused red coin but there’s also an unused blue coin except this one
seems to function the same as a normal coin pretty disappointing but these blue
coins do have a secret function when you hit the P switch it turns them into
magenta blocks though they can still be collected like a normal coin because
likely they had never finished programming this object going back to
flying stuff there’s also a very glitched flying cage that went unused in
the game if you place it in the stage mario will automatically start inside of
it and if you make the level autoscroll as well the cage will also move along
the screen on a specific path someone was nice enough to do a mock-up of what
they think it would have looked like had everything been shown correctly also
that blue bird there some think that’s the one that held up the cage and it’s
also unused in the game but we’ll get back to that in a little bit next we’re
going to be looking at an unused block that by simply walking into it will make
it bounce and release a feather for the first time but after that it will be
empty there’s a glitch with the graphics though because when hitting the block it
will show a piece which which was obviously not intended to be shown
there’s also another unused block in the game but this one is just a normal
question mark block right wrong this one was going to release a koopa troopa
who’s hiding in its shell if you wait long enough though it’ll come out of its
shell and start walking around like normal but if you want to defeat this
enemy you cannot use fireballs because the collision with fireballs was not in
for this Koopa next up there’s some remove conveyor belts that use an
animated version of the rope sprite they work just as you’d expect but they were
never used in the final game another unused object that still works
as expected are these half sized doors now how would you expect them to behave
in the game well it turns out that these doors can only be opened and entered by
small Mario and any other form of Mario will not be able to both the normal and
p-switch versions of the door work perfectly in game the last unused object
we’re going to look at is this grass it’s only used in four stages and looks
and acts like grass now I know I just said that grass was the last unused
object that we’d look at but what I really meant to say is that it’s the
last unused stage object we’d look at we’ve still got plenty more unused
overworld objects to look at which as the name implies are objects that were
meant to appear on the overworld map like this unused piranhas plane which
was meant to be a decoration on the map sadly this poor plant was never used
likely because the classic piranha plant with a stem was barely used in the final
game as it was so why have a decoration of it even though this piranha plant was
only a decoration the next few unused objects actually have some functionality
besides just looking cool remember the mock-up of the flying cage
we saw earlier well this bird designed for the overworld map is the one
speculated to have been the one carrying the cage on the overworld the bird
doesn’t do much though except follow Mario around the map with the exception
of vanilla dome where it can’t follow him another unused overworld object is
good old lucky – it functions exactly the same as the bird except it can’t
appear on any of the sub maps including vanilla dome it’s assumed that this
object was going to appear on stages we’re lucky twos are present but there’s
one thing the key twos only appear on sub map stages and the overworld the key
tube can’t appear on those stages icons at all so in the end we really don’t
know exactly what the purpose was for this object
the last overworld object that we’ll see is this never been used
Koopa kid though technically they are used in a way there are actually three
of them on the map in the final game but you can’t see them because the path that
makes them function was replaced by the corners in star world
so what did they originally do well it turns out they function exactly like
hands in Super Mario Brothers 3 which drag Mario into stages the interesting
thing is that the placement of these three Koopa kids don’t make any sense
with the layout of the map so it’s likely that these were scrapped early on
and that the overworld used to be very very different
next step we got some unused sprites that no longer have any functionality
left well except for this one originally when jumping on Yoshi
dust was supposed to appear and that’s really about it and even though it was
removed you can always reenable with the game genie code should you feel the need
to now on to something that’s a lot more interesting it turns out there’s an
early not yet animated sprite of a Yoshi berry that’s loaded into memory each
time a level starts however that place in memory is then overwritten with the
final animated berry comparing both versions the early berry is much rounder
and brighter than the final version there’s actually one more slightly later
version of the berry in the game which is a mixture between the early and final
iterations another and you sprite is some text that says 5 up which would
have been used if you hit enough enemies in succession now in the final game is
impossible to get this because the bonus for hitting enemies caps at 1 up which
is 8 enemies in a row but there is a glitch that does allow us to see it it
turns out the developers forgot to add this bonus cap when bouncing on wigglers
so if you bounce on more than 8 of them you can see these additional bonuses and
everything here after 3 up is unused of these unused bonuses only 5 up sprite is
still in the game though it’s not displayed correctly once you get past
the 25 point bonus the game actually starts giving you random bonuses which
are usually just high amounts of coins and points moving on do remember these
small birds that jump around on top of Yoshi’s house well according to these
unused animation frames those birds were actually meant to fly the nice thing is
that even though these birds never flew in Super Mario World for the SNES they
did spread their wings in Super Mario World for the Game Boy Advance if you
find all the goals in the Game Boy Advance remake you’ll be presented with
a cutscene that shows the same birds flying around Luigi in a hot-air balloon
next up is the Dino rhino hoops same as the birds has some unused
animation frames to preface in the final game Dino rhinos won’t attack you per se
however if Mario jumps on them though turn into a Dino torch who will attack
Mario with fire now why do I mention this well originally it looks like big
Dino rhinos were going to attack Mario with fire as well as evidenced by these
unused animation frames and Yoshi’s fireball which is rotated 90 degrees and
placed with the Dino Rhino sprites it’s funny though these same animation frames
that went unused in Super Mario World were later used in Super Mario all-stars
for the SNES in Super Mario Brothers 3 remember how in that game the Kings are
transformed into various creatures well take a look at world threes King and
compare turns out all they did was change the color and add a crown
interesting huh now let’s look at the Koopalings specifically biggy looking
back at Super Mario Brothers 3 as we’ve done a lot in this video
compare Iggy and Larry’s hairstyle completely different right piggies hair
goes out towards the front and Larry’s goes towards the back so why is it in
Super Mario World they both have the same hairstyle during boss battles to
make things even stranger why is his hair in the ending totally different
from the rest of the game well it turns out that likely due to an oversight by
the team Iggy uses the same hair as Larry and
here unused in the game is what his hair was supposed to look like notice how it
goes out towards the front just like in Super Mario Brothers 3 so in the end
this unused hair sprite was likely meant to have been used and Iggy having
Larry’s hair was probably just a mistake see even the developers behind Super
Mario World can’t be perfect but we’re not done with the Koopalings just yet
according to some more unused animation frames both Roy and Morton Koopa we’re
going to spit fireballs at Mario as an But, how by these frames do we know that they are shooting fire? And not I don’t know, yelling? Well it’s because these unused frames are roughly the same as Ludwin von Koopa’s fire attack. So apparently Roy and Morton were meant to attack Mario with fire in the same way. The last set of unused graphics we are going to look at are a few unused parts of the title screen. Now if you remember way back when we were talking about the early North American title screen, you would recognize this unused graphic right away as it appears as it appears in one of the images we looked at before. Something that we haven’t seen before though, is this AND. And the only place that it likely would have gone is between 1990 and 1991 in the copyright text in the bottom of the screen. Alright we finally made it to the end of unused objects and graphics in Super Mario World. But we’re still not done yet, we’ve actually got some unused stages to look at. Before we get to that though, you may remember that some levels in the final game have intros. Like when going into a castle for example. Well there’s an unused intro in the game that has Mario looking at a sign. That appears to be saying no Yoshis allowed in the stage. Which was never used in the final either. Interestingly this intro actually has three different backgrounds. So it’s likely it was going to be used quite a bit with many different stages. One unused stage that uses this intro is a test level that’s been called well… TEST. And if that wasn’t enough for you to decide that this level was a test level, it also comes with a bunch of turn blocks forming the word test. And an arrow. When you play this level all there is to do is walk to the right, though underneath the T you will receive a 1-UP. But only if you pass these four points in order which are only view able in Lunar Magic. A Super Mario World editor. The downward pointing arrow in this level is just pointing to death because sadly, that’s your only way out of this level. There’s also three other test levels in this game the first of them is a room for testing boss battles. At the beginning you have two Question Mark blocks the left one is holding a Cape Feather and the right, a Fire Flower. Beyond that are nine doors the first is Bowser as evidenced by the B. And the other eight are Morton, Roy, Ludwig, Iggy, Larry, Reznor, Lemmy, and Wendy. In that order. Going through these doors will take you to their respective boss battles as you would expect. The next test level was designed to test slopes and how they would function in vertical levels. Nothing too special here, though you do have to change the tile set to an unused one to get the background to appear properly. Finally the last test stage is just two blocks side by side. Likely used to test enemies that stick to walls as evidenced by the two Hot Heads and two Sparkys moving around the blocks. The next three levels we are going to look at are for ghost house exits. Though technically this first one isn’t guaranteed to be a ghost house exit since it’s only a pipe and ground. But in the final game this ground only appears in ghost house stages, so that’s enough for me to at least group them with the next two unused levels. This one is certainly a ghost house exit but is missing the exit and arrow sign as well as the doors on the house. And the last ghost house exit level is literally the exactly the same as the last one but it includes clouds. There’s also some entire levels that were scraped too. Though none of them can actually be completed. One of them is this underground cave with lava. Which I was sadly unable to get fully working in the game so enjoy this picture of the stage instead of the game play video. It’s not the most difficult looking level, but what’s cool is that the orange platforms were going to sink into the lava. Like in Vanilla Dome 1. For those of you with technical know how you may be interested to know that this level instead of using the lava from the underground tile set, as would have been usual. It’s using a generic lava object as you can see by the waves in it. Which are usually not there. Also the pipe at the end is indeed set to allow Mario to enter it, but there is no level it’s set to go to so it defaults to the bonus room. Which is normal if you don’t tell a pipe or exit where to go. The next almost complete level we’ll look at is actually an early version of Wendy’s castle. And it turns out this is the only early version of a final level that’s been found in the game. Though they do look similar they are defiantly not. What’s interesting is while this early version is easier on the first half, it’s more difficult on the second half. At least for me, or I could just be terrible at Mario games. But anyway, once again you can’t complete this level. This time it’s because it lacks a door at the end to take you to Wendy’s boss battle. Sorry Mario but you can never leave. Now that we are on the subject on early unused levels there are two levels that we know for sure are from a quite early version of Super Mario World. The first has Mario jumping atop Mushroom scales. What’s interesting is that in the final game putting in one Mushroom scale automatically puts a second one a specific distance away. However, in this stage you can clearly see they are definitely not a fixed distance away. have been programmed in later but you’re
asking how can we be sure that this stage is actually an early one well look
here those are the scrapped normal piranha plants that we looked at earlier
they were scrapped pretty early on so for this level to be using them is
incredibly interesting to say the least but perhaps the earliest unused level in
the game is this stage which has been dubbed ride among the clouds some say
that this level resembles stage 1 4 from Super Mario Brothers 3 but there’s just
not enough resemblance to say for sure if that’s what the level designers were
going for also this is pretty interesting this on you stage features
that removed platform we talked about earlier floating in mid-air which when
you step on it starts moving to the right at the end of the stage there’s
even a pipe but as expected it leads nowhere in fact it’s not even set to be
enterable so after saying all that it’s obvious that this level was definitely
never in a finished state when the team scrapped it to finish up I saved the
best unused stage for last it’s three bushes nothing else just bushes now I
bet you thought we were done I mean we’ve talked about nearly everything
unused in Super Mario World what else could there be
well it turns out it’s time to look at early sprites in a completely different
game and technically it’s not even a game there are actually some early
sprites of super mario world in the SNES test program which was used by nintendo
world-class service to test and diagnose issues with the Super Nintendo and its
accessories there are actually a ton of differences between the sprites in this
test cartridge versus the final version of Super Mario World however a lot of
them are just like 1 or 2 pixels different so we’re just going to focus
on the major changes that were made starting with these blocks that resemble
their Super Mario Brothers 3 counterparts
you probably remember them from the early images we saw a while back at this
point another early sprite we saw in these images was an early fire flower
which is present and accounted for in this test card
racoon Mario also makes an appearance in these sprites however it’s only the leaf
and two Mario poses the first was obviously used for the end of levels the
other though is very interesting some think that it may have been used when
mario spins his tail or when mario hits the spinning fence panels but we can’t
be completely certain as there’s no other sprites to go on to help us answer
this mystery there are also some other scrap mario sprites that were seen in
some early images the first is of super mario and if you compare them
side-by-side with a final version you can see that the early version is more
saturated but that’s not it hoho no no no well ok maybe it is for
Super Mario but it’s not for small Mario and here he is now and yeah as you can
clearly see it’s been changed in more ways than one in fact it’s the same
small Mario we saw in those early images of the world map interesting is it not
the next price we didn’t see in early images but we did talk about them before
it’s those unused bonuses we’d never saw because they were corrupted but here
they are in perfect shape there’s also another sprite that would
have been used as a placeholder from when Mario hits the p-switch
at least until the switchable objects secondary sprite was made and moving on
to the next unused sprite it’s of a squished Goomba which means that these
enemies in Super Mario World were meant to function like goomahs and earlier
mario games instead of the final functionality we’re jumping on them just
flips them over the most interesting scrap sprite for me though is this fire
piranha plant which was seen before in Super Mario Brothers 3 like pretty much
everything else unlike the normal piranha plant this enemy was never in
Super Mario World and still hasn’t been found in the game’s memory either as
someone noticed with the mouth open the head doesn’t quite fit on the stem
correctly seeing as it’s attached by the mouth for some odd reason so everyone we
finally made it to the end the only other thing left to talk about is this
unused sound effect in the game while some speculated to have eventually been
used in Super Mario World to Yoshi’s Island I couldn’t find the sound myself
in Yoshi’s Island so I can’t say for sure it is so why don’t you take a
listen and if you know exactly where it’s from let me know Rua so that’s the
development of for mario world there was just so much
stuff that changed in those three years of development that I could never
pinpoint one single change that I thought was good or bad really this
whole development story could be summed up by saying the team was creating new
directly from old they basically started the whole thing with a port of Super
Mario Brothers 3 and just kept making change after changing to eventually it
became what Super Mario World is today one of the best Mario games ever so this
has been beta64 with the development of Super Mario World thanks for watching

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Reader Comments

  1. Wariobros194

    19:48 i think this is from Super Mario Bros 3. In Super Mario Bros 3, there was these wood blocks that you could hit and a mushroom or a leaf would come out.

  2. Cat Mario

    2:45 (sadly we don't have any pictures of the smb3 port) super mario all stars for snes that has smb3 port: am i a joke to you?

  3. SoomyBoomy

    The first game featuring Yoshi was, quite literally, titled Yoshi. It was for the NES/Famicom, where you would piece together halves of Yoshi eggs.

  4. Srcsqwrn

    You never mentioned where Yoshi came from! I was expecting the NES Yoshi and Yoshi's Cookie to make an appearance in this video. :c

  5. Jiggly Puffer

    23:42 I recall seeing increasing 1ups (up to a 3up, that's the most enemies I managed) when completing a level with many enemies onscreen

    Of course, this is a memory from my childhood, I need to go back and make sure it's correct…

  6. SonicSaver 2138

    Maybe after beating all the 4 worlds a path would open and lead to this path and maybe the puddle is actually a small hole that Mario would go down to get to world 5

  7. RetroDeath

    The map from the 1989 build is quite easy to decipher, it is shaped like a super Mushroom, it even has eyes. Meaning a fortress could fit on the top still, and that other islands would most likely be shaped like other power-ups too. The fact that the final game still kept a Star world could be a hint to this.

  8. wigglepug0

    this might be a bug not a old feature or whatever but if you place mario/luigi's spawner inbetween two submaps and then test the rom, you can access a level named "tree forest" (yes without capitals) which is just a bonus game softlock

  9. Regitt

    super mario world is like sonic 3 & knuckles: The fan love it, it's the best classic game, the game is a lot long (s3&k is longer).

  10. 10,000 views with no videos challenge

    Can I eat your soul then lose it, and then in 2024 someone will find it in Denver, Colorado, taped to a RTD bus, he will report it to the cops and I will be arrested were I die in jail, and your souls would be returned to you. If not then, that's fine too
    – from, Some kid who died during the Columbine Shooting

  11. Adam Friedlander

    I used to use the Wiggler glitch to max out the score when I was a kid. It was possible to do without cheats if you had a cape, although you'd have a sore thumb by the time you were done!

  12. CoolCreeper39

    27:35 I accidentally entered a glitched version of that stage when trying to install a hex editor. I ended up in a toad house.

  13. Rob Krasinski

    Why was it originally subtitled Super Mario Bros. 4? Was it intended to be SMB4 but then Nintendo dropped it to just SMW? A similar thing happened with the Zelda SNES title, it was originally just referred to as Zelda III but then got the final title of Zelda:A Link to the Past. No number 3 in the final title. No 4 in the final version of SMW except on the Japanese box, cartridge, and manual.

  14. ParkersStuff

    Man I remember watching this back when I used to watch videos with my dad
    And my dad remembers playing this wayyyyyy back then
    And he remembers still having depression
    (He still does to this day but he's getting over it)

  15. someuntakenname1

    I swear to God this video has been on my recommendations no matter where I go. I've watched it already and I've said not interested about 13 times at this point. Help.

  16. metal fox 913 ITA

    The island in1989 looks like it had more levels instead of the final version. Man i wish games like this had a lot of levels

  17. mattcintosh2

    Back around the time the game was released, there was some video of it on NBC nightly news. I can't seem to find it anywhere, but what I remember from it, in the castle where you are crawling along the fence and come to the swinging gate, when you hit it, the whole screen spun around and you still were looking at Mario's back (I remember it so clearly because I was disappointed when the actual game didn't do that). Also, they showed part of the ending and the fireworks were different. If anyone can find that, it might answer some questions.

  18. Ready Dude

    7:15 what I believe is that the top path is unlocked after completing every other world. You may ask, “The. Why not have this unlockable bath at the start and instead have it branch off of one of the paths?” For one reason: with the island in the shape of a mushroom, it wouldn’t fit anywhere else. What do you guys think?

  19. gianna kriechbaum

    Okay but is no one gonna talk about the fact he says the donut clouds aren't in the final version, but the screenshot he shows literally has a donut cloud RIGHT NEXT TO the coins he then points out immediately after?

  20. The Heat 219

    2:30 there's a remade version of the first 3 super mario bros 3 in super mario all stars… that's possibly the version they remade..

  21. This channel does not exist.

    I used to grind Super Mario World on the Gameboy Advanced. I have so many fond memories of this game. Truly one of the greatest Nintendo produced imo.

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