

Index E (Underground 3) is identical to indexes 3 and 9 (Underground 1 and 2), except it uses a forest/mountain background GFX bank. As a result, all tileset-specific objects are scrambled, making the index mostly unusable. Graphics-wise, index A (Switch Palace 2) is identical to index 4 (Switch Palace 1), except it uses tileset 3, which is normally used by underground levels and castles. Unused Background and Sprite Graphics Indexes It may have been abandoned due to the obvious lack of a background layer when using this mode, and may have prompted the later addition of a non-transparent layer 3 water mode. Their position at the end of the mode list suggests they were "hacked in" somewhat later in development.Įarly screenshots showed a flooded grassy area using mode 1F, with water on one layer and ground on the other. The game contains two translucent level modes: one for horizontal layer 1/background levels (1E), and one for horizontal layer 1/layer 2 levels (1F). It only functions in levels with the layout mode set to 05 or 06. When this object is put into a level, the level will start out with a horizontal Layer 1 section, then transition into a vertical Layer 2 section. Unused Level Modes Layer 1 horizontal into Layer 2 vertical Used in the ys_romX_0 build for when the player stomps on Georgette Jellies. Also, Yoshi.Īn unused sound that would be repurposed in Yoshi's Island for when the player hits Expansion Blocks, unlocks levels, and jumps on Fat Guys. Super Mario World is the first Mario game on the SNES, rushed and hacked together in time for release.ĭespite that, it's considered a high point of the franchise, partly due to the ridiculous amount of non-linearity and secrets within the levels.

Also known as: Super Mario World: Super Mario Bros.
