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Title Screen

Super Mario Earth

Also known as: Super Mario Bros. 4: Super Mario Globe (JP box art)
Programmer: Nintendo EAD
Publishers: Nintendo, Hyundai (KR)
Platform: SNES
Released in JP: November 21, 1990
Released in The states: August 13, 1991
Released in European union: April eleven, 1992
Released in KR: 1992


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging textile.
RegionIcon.png This game has regional differences.


DevelopmentIcon.png This game has a evolution article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes folio

Super Mario Earth is the kickoff Mario game on the SNES, rushed and hacked together in time for release.

Despite that, it'southward considered a high point of the franchise, partly due to the ridiculous amount of non-linearity and secrets within the levels. Also, Yoshi.

Contents

  • ane Sub-Pages
  • two Unused Sound
  • iii Unused Level Modes
    • 3.i Layer 1 horizontal into Layer 2 vertical
    • three.2 Translucent Levels
    • 3.3 Unused Groundwork and Sprite Graphics Indexes
    • 3.4 Vertical Nighttime BG Level
    • 3.5 Duplicate Horizontal Layer ii Level
  • iv Silverish P-Switch Oddity
  • five Unused Graphics and Objects
    • five.1 Sprite-Based Objects
      • v.1.ane Classic Piranha Plant
      • 5.1.2 Floating Platform
      • 5.1.3 Flight Coin
      • five.1.four Flight Mushroom
      • 5.1.five Flight Cage
      • five.one.6 Unused Chargin' Chuck
      • 5.1.seven Swooper Spawner
      • 5.1.8 Dummy Floating Platforms
      • 5.1.9 Eerie Generator
    • five.two Layer two Autumn
    • 5.3 Layer two - Give Some
    • v.4 Layer 2 Roll - Smash Range 11
    • 5.v Medium/Fast Auto-scroll
    • 5.6 Other Autoscroll Specials
    • 5.7 Foreground Objects
      • 5.7.1 Vertical Pipe Double Ended
      • 5.7.two Bluish Money
      • v.seven.iii Global Rope
      • 5.7.4 Pocket-sized Door
      • 5.7.5 Question Marker Block with Crush
      • 5.seven.6 Empty Plough Block
      • 5.7.7 Bounciness Cake
      • v.seven.8 Seaweed
      • 5.7.9 Grass
      • 5.7.10 Conveyor Ropes
      • five.7.11 Annotation Block (All Sides)
      • 5.7.12 Log Objects
      • 5.vii.xiii Side Cloud Fringes
      • 5.7.14 Height Cloud Fringe on white
      • five.7.fifteen Deject Fringe edges
      • v.seven.xvi Semisolid Forest Tiles
    • 5.8 Overworld Sprites
      • v.viii.one Lakitu
      • 5.8.2 Bluish Jay
      • 5.eight.3 Piranha Plant
      • 5.viii.4 Koopaling
  • 6 Other Unused Graphics
    • 6.1 Sometime P-Switch
    • 6.2 Hills Background Star
    • 6.3 Early Yoshi Drupe
    • 6.iv Mario Flying Without His Cape
    • 6.5 Small Musical Note
    • 6.half-dozen Fire-Spitting Dino Rhino
    • 6.vii Chain Chomp'south Concatenation
    • half-dozen.eight Yoshi
    • vi.ix Yoshi Dust
    • six.ten Iggy's Hair
    • 6.eleven Morton and Roy'south Assail
    • 6.12 Early on Koopa Clown Car Teardrop
    • 6.13 Placeholder Block Graphics
    • 6.fourteen Early Brick Graphics
    • 6.15 Old Mario Palette Leftovers
    • 6.16 Flight Birds
    • 6.17 v-Upwards
    • six.18 Older Title Screen Graphics
      • 6.18.1 Super Mario Bros. 4
      • 6.18.ii AND
  • 7 Oddities
    • 7.one Older Level Layout Leftovers
    • seven.2 Extra Warp Data
    • seven.3 Unused Crimson Switch Palace
    • 7.4 Boss Door
    • 7.five Overworld Paths
    • 7.6 Reserve Starman
    • vii.7 Goal Post Bottom
    • 7.8 Unused Bonuses
    • 7.9 Mail-Special World Galoomba
  • 8 Programmer'south Tools
    • eight.ane Free Movement/Instant Flight Mode
    • 8.two Boss Defeated Scene Select
    • viii.3 Power-Up Select
    • 8.4 Yoshi Select
    • 8.v Instant Level Completion
    • viii.6 Star Globe from Yoshi's House
    • 8.7 Overworld Complimentary Motion
  • 9 Used just Hidden Content
    • nine.1 Invisible 1-Up Triggers
    • nine.2 Big Boo Peek Frame
    • ix.3 Big Red Dot Levels

Sub-Pages

Unused Sound

An unused audio that would be repurposed in Yoshi's Island for when the player hits Expansion Blocks, unlocks levels, and jumps on Fatty Guys. Used in the ys_romX_0 build for when the player stomps on Georgette Jellies.

Unused Level Modes

Layer i horizontal into Layer two vertical

Sprite ID: EC

When this object is put into a level, the level volition starting time out with a horizontal Layer one section, then transition into a vertical Layer 2 section. It simply functions in levels with the layout manner set to 05 or 06.

Translucent Levels

It looks like the whole level got a vanish cap

Level modes: 1E and 1F
The game contains two translucent level modes: ane for horizontal layer i/groundwork levels (1E), and one for horizontal layer i/layer ii levels (1F). Both modes are fully functional. Their position at the terminate of the mode list suggests they were "hacked in" somewhat afterward in development.

Early screenshots showed a flooded grassy area using style 1F, with water on 1 layer and ground on the other. It may have been abased due to the obvious lack of a groundwork layer when using this mode, and may take prompted the subsequently improver of a not-transparent layer 3 water mode.

Unused Background and Sprite Graphics Indexes

Object graphics indexes: A, E
Graphics-wise, alphabetize A (Switch Palace two) is identical to index 4 (Switch Palace 1), except information technology uses tileset 3, which is normally used by hugger-mugger levels and castles. As a upshot, all tileset-specific objects are scrambled, making the index mostly unusable.

Index E (Underground 3) is identical to indexes iii and 9 (Underground one and 2), except information technology uses a forest/mountain background GFX bank. This would accept allowed for to a higher place-ground rocky levels, similar to those of World half dozen in the New Super Mario Bros. series.

The layer 3 image is the slow left-scrolling rocks.

Sprite graphics index: F
Index F is identical to most of the other sprite indexes, save for the SP4 GFX bank (14), which only appears in one other index (B, Switch Palace). GFX banking company 14 contains the pipage, block, Bullet Bill cannon, and Yoshi Money graphics seen in every background tileset, none of which are used by whatever sprite in the game. Information technology's possible that a fix of sprite graphics existed in this bank at one point during development.

Vertical Dark BG Level

Level mode: 0D
Same equally 0C (horizontal nighttime BG level), but uses a vertical layout.

Duplicate Horizontal Layer 2 Level

Level mode: 0F
Duplicate of level mode 01.

Argent P-Switch Oddity

Pressing a silvery P-Switch will plough Munchers (Map16 Tile 12F) into coins, as it does for most other enemies. None of the levels have an opportunity to do this, notwithstanding.

Unused Graphics and Objects

A gigantic number of unused graphics and objects tin be found hidden in the ROM. Even more stuff from before builds of Super Mario World can exist found in the SNES Test Program and SNES Burn-In Test Cart.

Sprite-Based Objects

Archetype Piranha Found

Piranha Plant with Cheep Cheep filling.
Sprite ID: 1A

A classic Piranha Establish. If y'all've always played a Mario game, you should know how this works. Its vine tile has been replaced in memory with 1 of the frames of Scritch Cheep flopping around on land, using the red palette instead of their normal yellowish palette. Notation that the upside-down variation of this is used in Vanilla Dome 3, merely its stem has been made tileset-specific to the Cave object tileset, and since both Piranha Plants share their stem tilemaps, this explains why the stalk of this has been moved.

An unused, yellowish up facing Piranha Plant variant was shown in a prerelease screenshot however.

There is in fact code in the game to make the stem use the same tiles as the upside-downwards variation, just due to a issues, it doesn't work properly. There is an Asar patch to correct this problem.

Floating Platform

A big ol' floating platform.
Sprite ID: 5E

This platform will motility to the right constantly in one case Mario lands on it. If Sprite Buoyancy is enabled in the current level, this object will act like the smaller floating platforms establish in levels such equally Yoshi'due south Island 4.

Flight Coin

Flying red coin.
Sprite ID: 7E

A red coin that continuously moves to the right like a P-Airship. Collecting it will give the player five coins. Blood-red coins would not make their official debut until Super Mario World 2: Yoshi'south Island, five years later on.

Flying Mushroom

Of the gold persuasion!
Sprite ID: 7F

Similar to the above object, this floating "golden" (information technology actually uses the tan palette of the Monty Moles) mushroom gives the player an extra life.

Flying Cage

That's clearly a cage, there are bars and everything!
Sprite ID: 88

This graphically-glitched flying muzzle tin can be put into the game. Mario is automatically placed inside the cage when the level starts, and if used in conjunction with an autoscroll object will make the cage move across the level on a set path.

Interestingly, the tile numbers and proportions used to draw the wings match up with sprite graphics found in the SNES Test Programme (at to the lowest degree for the larger tile), making this an old leftover.

Unused Chargin' Chuck

Sprite ID: 96

A indistinguishable of the normal Chargin' Chuck, used nowhere in the game.

Swooper Spawner

A good amount of blue Swoopers.
Sprite ID: E4

This object will spawn a agglomeration of Swoopers at whatever Y position it'due south placed, acting much like the Boo spawner found in Ghost Houses. These Swoopers cannot be defeated and will hurt Mario if he tries jumping on them. Note that 1 of their two flying frames has glitched graphics, hinting that Swoopers had a tilemap change at some point in evolution, and the fact that jumping on them deals damage hints that they may accept once been something completely different.

It should exist noted that the Swoopers spawned past this object have a completely different palette than the ones used in-game; a blue and red palette is used instead of the green and orange 1 used by the normal Swooper objects. Curiously, later games would use the alternating coloration for Swooper, significant that this may have been the intended palette after all.

Dummy Floating Platforms

A monochrome sponge?

Sprite IDs: 56 , 58

These platforms are like the checkerboard platforms, merely their sizes are 3 × 2 pixels.

Eerie Generator

Sprite ID: CB

Like the other spawners, this one spawns Eeries. You probably already guessed that.

Layer 2 Fall

Sprite ID: ED

A sprite that causes Layer 2 to fall. Information technology as well disables horizontal scrolling. Intended for use in Vertical Layer 2 Level with Layer ii interaction (Level Mode 08).

Layer 2 - Requite Some

This command is slightly sinking when histrion stand on, rise back if player is not on the ledge.

Layer 2 Coil - Smash Range eleven

Variation of Layer 2 Boom, but this uses Layer 2 Ringlet - Range 06 (at Y=1).

Medium/Fast Motorcar-scroll

May causes BUG, and the coil is endless.

Other Autoscroll Specials

Only Special 1 (Donut Plains 2), 1A (Wings Level) & 4 (Butter Bridge one) are used.

Special 1 & 3 affects layer 2.
Special 2 & 4 only affects layer 1.

Foreground Objects

Vertical Pipe Double Ended

This is double concluded vertical pipe object, never used in the original game.

Blue Coin

A coin that is blue.
FG Object ID: 16

This acts just like a normal coin, simply it'due south all...blueish. Blue coins made their official debut several years subsequently, in Super Mario 64.

A block that is magenta.

Hit a P-Switch will turn these blueish coins into magenta blocks. They can still be collected like coins, since the code that makes regular coins solid does not apply to this particular object.

Global Rope

Apparently known about for so long that people forgot it is unused.
FG Object ID: 17

A horizontal rope platform resembling those institute in the mountain tileset, just this one isn't tileset specific. This shares its object ID with the 16x16 deject platform.

Small Door

Want to make a hack harder? Force the player to use half-doors!
FG Object ID: 10 (Extended object)

Half-sized doors that can only be entered past Small Mario. Both normal and P-Switch versions are coded in the game.

Question Mark Block with Shell

That ? Block had a shell in it!
FG Object ID: 37 , 38 (Extended object)

Question Marking Blocks that contain Koopa shells are fully coded in the game! Well, non just a Koopa shell. The bodily Koopa is still inside, and it will get support if you await also long. Unlike a normal shell, fireballs accept no effect on information technology. This is considering items from blocks or the reserve box are immune to fireballs in society to forbid the histrion from frying them. These blocks can be seen past using the cake duplication glitch. Shells (and by extension, Koopa as well as other enemies) can later be officially put in blocks in the Super Mario Maker serial.

Empty Turn Block

FG Object ID: 2E (Extended object)

Acts like a Turn Block with an detail inside, simply doesn't really incorporate anything.

Bounce Block

A rude awakening for Mario.
FG Object ID: 39 (Plumage - Extended object)
Cake with "Null" non defined as an object simply is in Map16 at 12B

These blocks aren't activated past Koopa shells or jumping, but past running into them from the side. They are finished, only the object part of this cake uses the incorrect graphics (hinting that something else other than the P-Switch and Springboard was hither). This graphical error can exist stock-still by changing the two 0x03 bytes at PC address $0729A to 0x00 . Two versions of this block are coded: one with nothing in it, and 1 with a Greatcoat Feather, the latter turning into the sometime when hit. Similar blocks appeared in Super Mario Bros. 3.

Seaweed

That's a wacky weed.
FG Object ID: 81 (Extended object)

An object-ified version of the seaweed normally seen in underwater backgrounds. This is just plant in the Ghost House tileset, and was likely intended to announced in the Sunken Ghost Ship.

Grass

The grass object, inserted via Lunar Magic.
FG Object ID: 3F X5 where X is the object length (Plains tileset but)

In the tileset-specific object set, Bushes 4 and 5 are considered unused, although Bush 5 is finished and works fine. The graphics for it are besides finished, available in the forest tileset.

Conveyor Ropes

...carnage? A bit more carnageous
FG Object ID: 36 X_ (Flat), 37 SS (Diagonal) (Mountain tileset just)

These are completely functional conveyor belts using special animated rope tiles. They can go either left or correct, and the diagonal ones can face up either direction, giving a total of six dissimilar unused ropes.

Note Block (All Sides)

FG Object ID: 27 (Extended object)

A Note Block that will bounce Mario away from all sides, not just the superlative, similar to the pink Note Blocks in Super Mario Bros. 3.

Log Objects

*from Blammo!
FG Object ID: 3E (Horizontal), 3F (Vertical) (Mountain tileset only)

These logs are bright yellowish, and tin can exist both horizontal and vertical.

Side Cloud Fringes

FG Object ID: 3E (Plains tileset simply)

Side cloud fringes. Used nowhere in original game.

Tiptop Cloud Fringe on white

FG Object ID: 3D X1 (Plains tileset only)

Cloud fringe inside the white tile.

Cloud Fringe edges

FG Object ID: 68-6F (Extended object)

Cloud Fringe border tiles.

Semisolid Forest Tiles

These tiles are never used in the original game.

Overworld Sprites

Lakitu

Don't worry, he won't throw Spinies.

This Lakitu will follow Mario around on the chief overworld map, but he won't announced on any submaps (e.thousand., Vanilla Dome). Lakitu can exist activated by hex editing a salve state and changing address 19FB from 00 to 01.

This was most probably meant to announced on levels with Lakitus in them, simply information technology was never coded to practise such. Also that, the just Lakitus in the game appear in submaps.

Blueish Jay

Something like this?

Map bird

This odd-looking bird too follows Mario around on the overworld map, just information technology will too announced on submaps (except Vanilla Dome). Similar the Lakitu, it tin can be activated by changing accost 19FC in a savestate to 02.

Information technology has been suggested that the bird was used effectually levels that contained the flying cage, since the mysterious winged objects holding up the muzzle use a bluish palette.

Piranha Establish

Chomp-chomp-chomp!

The Classic Piranha Institute actually got shafted in this game. This is a sprite meant to go along the overworld as decoration, but it's never used.

Koopaling

Hmmm...

To do:
Compare their positions to early maps found in the gigaleak.

Only three kids. Huh.

Koopalings.

Iii Koopalings are really present on the overworld map, but are never visible; the path tiles that were originally supposed to brand them appear were changed into oddball corner tiles and used in the Star Globe. Unlike the residual of the overworld sprites, these actually had a purpose – they were to drag you into levels, much similar the hands in World 8 of Super Mario Bros. three.

The positions of the sprites (visible in Lunar Magic's overworld editor) advise a vastly dissimilar overworld layout at the fourth dimension of their "removal" than what was seen in the concluding.

Other Unused Graphics

Hmmm...

To do:
Some graphics are incorrectly displayed, such as Wendy'southward bow

Old P-Switch

SMW Unused Beta Switch.png
A graphic from a sometime version of the P-Switch, when this sprite was a object. This idea was scrapped, only the consummate graphics were recovered from the gigaleak hither.

Hills Groundwork Star

Star light, star bright, star pulsating in the night
An animated star tile found in the hilly and Ghost House background tilesets. It's non used in either. In the final game, a dissimilar tileset is used for starry nights.

Early on Yoshi Drupe

Yum!

This rounder, shinier, non-animated version of the Yoshi berry is loaded into VRAM at the beginning of each level, but is immediately overwritten with the blithe version, which looks much different. In fact, three dissimilar versions of the berry graphic exist in the ROM, as shown below:

Mario Flying Without His Greatcoat

Imma don't need-a the cape!

An interesting sprite of Mario flying, except without his greatcoat. The sprite appears to be identical to his 2nd frame of his flying blitheness. The rest of the sprites were found in the July 24, 2022 gigaleak.

Modest Musical Note

*doot*

A small musical note sprite, that bears a resemblance to the one on Note Blocks. In afterwards games such as Super Mario 3D Land, notes similar these pop out of Note Blocks when you jump on them, so mayhap the same was planned for this game.

Burn down-Spitting Dino Rhino

That's a spicy meatball! Urp

Dino Rhino was supposed to accept an actual attack! These frames and a vertical version of Yoshi's fireball appear in the Dino Rhino tileset. In the actual game, Dino Rhino just walks back and forth; only the smaller Dino Torch actually attacks.

May I ingest you?

Interestingly, one of the transformed kings in the Super Mario All-Stars version of Super Mario Bros. iii uses a scaled-downwards, differently-colored variant of the horizontal frame with a crown tacked on elevation.

Chain Chomp's Chain

It almost looks like a metal doughnut.

In the graphics set for the forest enemies is Chain Chomp's concatenation. It was revealed that the Concatenation Chomp and Hammer Bros. were intended for the forest enemy group during the July 24, 2022 gigaleak. The chain was likely forgotten after Chain Chomp was overwritten with the Angling Lakitu, while the Hammer Bros. were completely overwritten with dummy tiles. Chain Chomps would later utilise something similar to this in the Super Mario Earth style in the Super Mario Maker series.

Yoshi

Yoshi!

Several unused Yoshi parts intended for the ending.

Yoshi Dust

Yoshi Dusted!

This dust is supposed to announced when Mario hops on Yoshi, but it's unused in the last game. Game Genie lawmaking 8B68-AFDC will enable this characteristic.

Iggy'south Hair

In the game, Iggy and Larry both accept the aforementioned hairstyle.

Slick. Also slick.

However, in Super Mario Bros. iii, Iggy had a significantly different hairstyle. Graphics for this hairstyle do exist in Super Mario Earth, but are unused:

Disembodied hair! Run for your lives!

If used, it would wait like this:

Not rainbow, but 100% spikey! The spikes know all.

This seems to have been a mere oversight, as Iggy has his proper hair style during the ending. The tilemaps used during the catastrophe are separate from the in-game ones, hence the discrepancies.

Correct hair in exchange for some incorrect palettes.

Morton and Roy'south Set on

BLAARGHH BWEEAAAGGHHH

Information technology seems that Morton and Roy were intended to accept a secondary attack! This makes sense, since both of them have the aforementioned appropriate frames as Ludwig, who has a fireball attack.

Early Koopa Clown Car Teardrop

Somebody made the clown sad.

A tile version of the teardrop that appears when damaging the Koopa Clown Car. In the terminal game, it is a sprite that animates slightly and uses a blue palette, and then this static tile version ends up unused.

Placeholder Block Graphics

Before After
Off! On!

These placeholder graphics for the on/off and spinning blocks are loaded before the animated versions are. "ブロック転送" ways "Block transfer".

Early Brick Graphics

Early Final
SMW-Bricks-Early.png SMW-Bricks-Final.png

An before version of the bricks seen in the dominate fights. Compared to the last version, the early i is poorly shaded.

One-time Mario Palette Leftovers

The SNES Test Programme used a slightly dissimilar Mario palette scheme compared to the ane used in Super Mario World, though Nintendo forgot to prepare the palettes for some frames: the pinkish colors on some of the frames were originally for the colors for Mario'due south clothes, however those were later replaced for Peach's dress. The reason that color is beingness used for Mario'southward clothes instead is that Mario'southward shoes had shading earlier in development, and thus information technology appears in the Exam Plan.

Early Mario:

It's-a early me!

Concluding Mario/Luigi:

It's-a me!

Equally yous can see, Mario'southward shoes lost their shading past the final.

Flight Birds

If birds evolved from dinosaurs, why are there still dinosaurs?

Why does Luigi have so many of those creepy Mario masks anyway?

The birds plant atop Yoshi's House take 2 unused flying frames. While these were left unused in the original game, the tiles found a purpose in the Game Boy Advance remake during the 96 exits cutscene, and every bit part of the reward for completing the coin-collecting challenge in Donut Plains i.

5-Up

Two less than seven!

Graphics for a 5-Upward bonus, which tin can only be seen via a glitch.

Older Title Screen Graphics

Super Mario Bros. iv

4 is one more than 3!

These graphics appeared in an early version of the U.Due south. title screen, and are all the same present in the ROM. Strangely enough, they are non present in the Japanese ROM, fifty-fifty though the official Japanese label art did have the subtitle of "SUPER MARIO BROS. 4".

AND

And...what?

Just the give-and-take "AND", which was meant to be used for the international title screen.

Oddities

Older Level Layout Leftovers

Busted Beetle
A Buzzy Beetle tin can be found at the very end of Donut Plains 2, stuck within a wall. Because the screen slowly autoscrolls at that point, it can never be seen, and fifty-fifty if information technology could be seen, it would just fall through the floor. This oddity does not exist in the GBA remake.

Pipe out of order, please call an actual plumber
There's a pipe in Vanilla Secret i that leads to a underground exit. In the screen right above that one, in that location'southward warp data that takes the player to the same exit. This was done to ready a issues with the hush-hush exit pipage: if Mario enters the pipage while riding Yoshi, he'll be only high enough (by a single pixel!) to be on the next screen up. Instead of only, say, moving the pipe downwardly a block, they instead duplicated the warp piping information.

(Source: Kaizoman666)

Unused Blood-red Switch Palace

Unless you plan to tackle Star World 5, there's really no point.

Another instance of the Cherry Switch Palace map tile is coded into the Valley of Bowser. There's no way to reach or activate it without hacking the game. Trying to enter this level leads to Level 112, which points to the Test Level. The actual level ID of the Red Switch Palace is 11B.

Interestingly, Valley of Bowser 3 has its Enable path on secret exit value prepare to Left, whereas all other single-exit levels have information technology set to Upward, implying that there was a path there at some point. Nintendo probably figured the player would have trivial need for cerise Switch Blocks by this indicate and (wisely) decided to make the Palace accessible from Vanilla Dome 2.

Dominate Door

Left: Regular door. Right: Groovy door.

The door on the left is how the dominate door appears in the game. The door on the right represents how the dissimilar 8×8 tiles stored in VRAM comprise the boss door. Each color is a dissimilar 8×8 tile.

Interestingly, the graphics for the orange, imperial, and light-green tiles are identical, but are stored as split tiles. This suggests that the door once had a much different appearance, and the purple and green tiles were originally used for something else, like doorknobs or hinges.

Overworld Paths

Displaying the future.

There are some blank tiles in the overworld graphics banks, which are drawn over the pathways Mario takes. These tiles were once used by the developers to indicate where the unrevealed pathways are.

This feature can be enabled with this patch:

Reserve Starman

In-game colors Corrected colors
Meh. WHOA!

At 1 point, information technology was possible to have a Starman in the reserve detail box (though exactly how it would get there is a mystery). There is even a routine that specifically checks for the Starman item ID ( 03 ) and cycles the colors appropriately, though information technology appears to use wrong palette values ( 00 02 04 02 ). Shifting each value left past one bit ( 00 04 08 04 ) fixes this.

Pro Action Replay lawmaking 7E0DC203 will force a Starman to appear in your reserve item box.

Goal Mail Bottom

Just as anyone with Lunar Magic discovered when placing the goal

Though never seen in-game, Goal Posts accept a bottom tile. It'due south likely that they were intended to float above the ground at one point, much like the similarly-styled midway points practice in the final game. The rounded part was overwritten at sometime in development, but the graphics were recovered from the 2022 gigaleak here.

Unused Bonuses

Normally, the bonus table caps at 1-Up subsequently stomping eight enemies in a row. Notwithstanding, due to a programming oversight, this does not apply to Wigglers! Starting from the tenth stomp, you'll receive a 2-Upward, a iii-Up, and then the following unused bonuses:

SMWOldCoinCounter.png

  • 5-Upwardly
  • 5 coins
  • 10 coins
  • 15 coins
  • xx coins
  • 25 coins

Later 25 coins, each successive stomp will overflow the bonus table and give a glitched bonus, which is frequently worth a very big number of points and coins. None of the unused bonuses announced correctly; the 5-Up pulls its attributes from the code following the bonus sprite attribute table, while the coin bonus graphics simply don't exist. However, they can be seen in the SNES Test Program, as shown above.

Though none of the game's levels feature more than ii or three Wigglers in a row (due to their processing overhead and large sprite count), it is possible to revert them to their at-home country past scrolling them off and back onscreen while floating with the cape, at which betoken they tin can be stomped on over again to increase the bonus count. The easiest place to practise this in the game is in Woods of Illusion 1, on the log platforms above the keyhole.

Post-Special World Galoomba

I wonder what happened here.

Extracting the graphic files through Lunar Magic and viewing them through YY-CHR, the GFX31, which contains the Special Globe inverse enemies, has an unmodified duplicate of the Galoomba graphics, which are actually used by the game when the Special Globe has been cleared. It'south possible that at one point, immigration the Special World would take made these enemies change appearance drastically simply like they did on the GBA remake. They don't have like sprites for the falling through parachutes graphics on the graphics bank however, so using non-identical graphics for the enemy in this graphic file would crusade both designs to clash.

Developer's Tools

Complimentary Movement/Instant Flight Mode

The Game Genie code DDA6-DF07 enables a gratuitous movement/instant flight manner. Hold L and press A in one case, and you'll be able to fly (provided you have a greatcoat) as soon as you showtime running. Concur Fifty and printing A once more, and yous volition be able to move Mario anywhere in the phase. Concur Y to speed up Mario's movement, or press L and A again to return to normal gameplay. This was removed in the European version.

Boss Defeated Scene Select

The Game Genie code 7DBD-04AF volition give you special controls during "boss defeated" scenes. After the scene has ended, printing L + R to echo the scene or Up + L + R to view the "boss defeated" scene from the adjacent earth.

Additionally, if you lot go past the 7th and final "defeated Koopaling" scene, you lot can view the credits.

Power-Upwards Select

The Game Genie code EDA5-0F6F enables a power-upward select not unlike Super Mario Bros. 3. Hold Upward and press Select to switch between Modest, Big, Greatcoat, and Fire Mario. This was removed in the European version.

Yoshi Select

The Game Genie code ED60-642D volition let you cull what Yoshi you want on the map screen. Printing Select to bike through the different Yoshi colors (None, Xanthous, Blue, Red, Green).

Instant Level Completion

The Game Genie codes DDC1-64DD DDC5-6DAD allow yous to instantly complete whatsoever level, fifty-fifty ones you have not already beaten. Press Start and so Select to consummate the level via the "normal" route, or hold A or B while pressing Select to consummate the level via the secret goal, if the level has i.

Star World from Yoshi's House

The Game Genie code EDB7-0FBD allows you to reach Star World from Yoshi's Firm. Press Select while on Yoshi's House to exist transported to Star World 1.

Overworld Free Move

The Game Genie codes 0ABB-6D9D CEBB-6DBD B4BB-6D2D permit yous to walk on not-still-revealed paths and enter not-yet-revealed levels. However, you cannot pass through locked doors.

Used merely Hidden Content

Invisible 1-Upwards Triggers

Super Mario Earth has a little-known category of secrets, where having Mario touch four invisible and silent trigger points in a level in the correct order will cause a 1-Up to spawn.

The merely way to discover these in-game is to stumble across them by chance (some are much more than obscure than others), simply Lunar Magic'south level editor will show their locations on maps that include them.

The 4 hidden 1-Up triggers comprise Extended Objects xix-1C .

At that place are 15 of these accessible in the game:

Level ID English Level Name Location
006 Donut Plains 4 SMW006OneUps.png
010 Cookie Mountain SMW010OneUps.png
015 Donut Plains 1 SMW015OneUps.png
01A #vi Wendy's Castle SMW01AOneUps.png
024
(Address: 0x36BFB)
Chocolate Island 2 SMW024OneUps.png
0E0 Vanilla Fortress SMW0E0OneUps.png
0E7 #2 Morton's Castle SMW0E7OneUps.png
102 Yoshi'south Island iv SMW102OneUps.png
107 Vanilla Ghost House SMW107OneUps.png
110 #vii Larry's Castle SMW110OneUps.png
119 Vanilla Dome iv SMW119OneUps.png
123 Woods of Illusion iii SMW123OneUps.png
12A Gnarly SMW12AOneUps.png
1E3 Valley of Bowser 2 SMW1E3OneUps.png
Various 'Test' Map SMWTESTOneUps.png

"Valley of Bowser 2" is the simply level to incorporate more than 1 set of triggers (other than the unused "test" maps), only once one has been collected, the other is deactivated every bit well.

Big Boo Peek Frame

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It's relatively well known that if you stare down a Boo Buddy for approximately viii (real-time) seconds, it'll briefly make a face at you. (These frames are also used for other Boo-related enemies, like Circling Boo Buddies.)

eep!

However, less widely known is that Large Boos as well have a similar behavior. They, however, require y'all to wait for approximately 16 real-time seconds earlier reacting, double the time.

Big Blood-red Dot Levels

The popular theory of levels that are represented every bit a large dot in the overworld map is that these are long levels, but some levels don't really meet this criteria. Big blood-red dotted levels actually seem to represent big carve up points, meaning they have undercover exits leading to alternate routes that have fortresses which can't be reached through the main road:

  • Vanilla Dome one leads to the route where Vanilla Fortress is.
  • Wood of Illusion one leads to the route where Forest Fortress is.
  • Valley of Bowser 2 leads to the road where Valley Fortress is.

None of this applies to the only xanthous large dotted level in the game, Vanilla Dome 3, which still remains a mystery.

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Source: https://tcrf.net/Super_Mario_World_(SNES)

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