If you enter a level that doesn't have a bell (excluding Mario's castle), upon re-entering, you will start at the level's top-left corner at what is presumably (0,0). If done correctly, next time you enter a level you will hear the bell sound effect and the bell counts as touched so you start at the level's middle when entering it again. Pause the game at the same time you touch a checkpoint bell in a previously beaten level, then leave the level by pressing Select. The next time you enter a level, you will go through the ground and can reach areas that are out of bounds. Alternatively, start going down a pipe at the same time you are killed by an enemy. Present in both version 1.0 and 1.1: While going down a pipe, pause and exit by pressing Select. However, the game will freeze once all 127 input slots are used. The input sequences for the built-in demos are read from this part of memory, but using one of the above codes will let you write new input sequences. Pressing one direction and then letting go of it will use up two slots and 256 frames of no input will also use up one slot. This part of memory stores 127 input slots, each consisting of two addresses, that keep track of what button was pressed and for how long it was pressed. The game stores input sequences in memory addresses 0xA300-0xA3FF. However, the top of the small mushrooms were not redrawn to accommodate for the shortened grass you can still see part of it on the edge of them if you look closely enough.Ī possible debug remnant in Version 1.0 (both Japanese and US/Europe): if you hold certain button combinations on the title screen, you can play the level demos. The sign pointing to the pipe and the pipe itself are no longer there (though the stem of the sign was reused for the title screen sign itself, which is no longer directly attached to the wall), and the grass was also shortened. The title screen was completely redesigned for the international release. (Mattrizzle: Original TCRF research) Regional Differences Japan This might suggest that the fence posts once formed a vertical line instead of a bracket shape. A piece of the fence(?) southwest of the castle is missing.Since the flowers(?) northeast of the castle are replaced by the dark cloud in the final version, a single set of flowers was added to the right of the tunnel mentioned above.At one point, this probably had a different tile, as it reuses a tile from elsewhere (the left side of the small column things with eyes) in the final version. The small end of the tunnel to the right of Macro Zone has a blank tile above it.For reasons unknown, some water tiles next to Macro Zone's right chimney were switched around.A tree to the right of the Pumpkin Zone entrance is in a different location, and is also missing a tile.Interestingly, this tilemap has some other differences: The top of the castle is always obscured by a large black cloud, even after you defeat Wario, rendering them unused.Īn unused tilemap at 0x47000 shows the full castle, using these tiles. These tiles are found with the rest of the castle overworld graphics. The horizontal pipes were made a bit thicker in the final version, probably to hide Mario when he travels through.Ī thicker version of the floating platforms found throughout the game.Īnother variant of the early platform above that looks as though it's dissolving. The last two 8×8 tiles were replaced with the money bag graphics. It was probably shortened to make the HUD less cramped, and an early screenshot indicates that this was changed before the GOAL was. The B isn't used in either version.įound in an early version of the font, this would have been used to indicate time instead of the "T". The final version frees up some of the letter tiles for other graphics, like the money bag. The early font is not shaded at all, and most of the digits have different graphics. These graphics are only present in the Japanese version they were replaced with duplicate title screen tiles in the American and European versions. While largely identical to the final Mario tileset, there are some differences, mostly relating to poses of Mario from the front. This page contains normal sprites, but there is also extended, minor extended, cluster, overworld, bounce, smoke, score, coin, player, and quake.Graphics from earlier versions of the game still survive in the ROM. Sprites are any entity that interacts with Mario (standard), shoots regular sprites (shooters), and starts a behaviour in the level (generators).
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