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Super Mario World, Super Ghosts n' Ghouls & others proto
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BMF54123
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Staff


Joined: 28 Aug 2003
Posts: 743
Location: Henderson, NV

PostPosted: Sat Sep 04, 2004 7:49 am    Post subject: Reply with quote

Like I said, I can't remember. All of this was discovered right before Acmlm's board crashed and a huge number of posts were deleted forever. The first enemy that comes to mind is the Wiggler, try that.

The sprites are really easy to spot; they're in the third prototype set on the left. Look below the note block; the 5, 15, 25, and "x (COIN)" were to be used for this sprite. Now, look at the set to the right (from the final game); you can see all the tiles were replaced.

As for the TEST level, there aren't really 100 identical copies in the ROM. Each level number has its own set of pointers to level and sprite data, so all they had to do was point each unused level to the same data. This does mean that there are over 100 copies of the same pointer, though...
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LocalH



Joined: 15 May 2004
Posts: 160

PostPosted: Sat Sep 04, 2004 9:00 pm    Post subject: Reply with quote

Back when those scans were first spread around, I printed off a copy of that thread, and the thread where you found the tiles in the test ROM, if it helps any.

And I think it is indeed the wiggler, but I'm not 100% on that, I haven't done it in years.
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Blues



Joined: 09 Aug 2004
Posts: 37

PostPosted: Tue Sep 07, 2004 11:53 am    Post subject: Reply with quote

I have yet to initialize the so-called "glitch" a second time,
but I am absolutely certain that the coins it dropped were
in the form of that smiley face sprite used in the final...

...if it IS a glitch, then it's interesting to note that the
smiley face could be a filler sprite, with no real purpose
whatsoever.... (Credit to you, of course,
for finding such a sprite in Super Mario Brothers 2)
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BMF54123
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Joined: 28 Aug 2003
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Location: Henderson, NV

PostPosted: Wed Sep 08, 2004 7:58 am    Post subject: Reply with quote

Actually, the smiley face sprite in SMW was used. It appears on Lakitu's cloud, as well as Yoshi's bonus cloud (the one that drops coins).
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Brian_Provinciano



Joined: 25 Jun 2004
Posts: 7
Location: Vancouver, BC

PostPosted: Tue Sep 28, 2004 2:28 am    Post subject: Reply with quote

Maybe after playing SMW over and over for so long has made the map I'm used to look more dull, but that map picture from the proto really looks nice. More raw, but different--I like it.

As for some "lost levels", if you haven't checked it out yet, I did some hacking into the 8-Bit Famicom pirate of SMW, and found many many unfinished (and even a few finished) levels accessable by modifying the ROM. The info on them, and how to play them yourself is available at http://www.bripro.com/low/obscure/index.php?page=hko_smw.

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Hoe



Joined: 28 Mar 2004
Posts: 21

PostPosted: Tue Sep 28, 2004 7:24 pm    Post subject: Reply with quote

Brian_Provinciano wrote:
Maybe after playing SMW over and over for so long has made the map I'm used to look more dull, but that map picture from the proto really looks nice. More raw, but different--I like it.

As for some "lost levels", if you haven't checked it out yet, I did some hacking into the 8-Bit Famicom pirate of SMW, and found many many unfinished (and even a few finished) levels accessable by modifying the ROM. The info on them, and how to play them yourself is available at http://www.bripro.com/low/obscure/index.php?page=hko_smw.

*img*


Very nice. I messed around by loading random levels, too. I found some odd ones that seem unfinished, but I never could stomic the game past level 2 to be sure if they were included or not.
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