Super Mario World Game Genie

The following are known Game Genie Codes for Super Mario World on Super Nintendo Entertainment System (SNES). DDB4-6F07 Start with 1 life instead of 5; D6B4-6F07 Start with 9 lives; D3B4-6F07 Start with 15 lives; F6B4-6F07 Start with 25 lives; 7FB4-6F07 Start with 50 lives; 14B4-6F07 Start with 99 lives; C222-D4DD Infinite lives.

  1. Super Mario World Game Genie Codes

This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Super Mario World for Super NES. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.

Unlock the Star Roads[edit]

Star Road 1:

  • Beat Donut Plains 1 the special way by getting the key.
  • There is now a spot in the water. Beat it by getting the key.
  • Then you go down to a Ghost House.
  • Proceed to first door. Go left until you find a P.
  • Take P back to door standing in mid air.
  • Don't enter door! Rather, jump up to the middle block above door. A bean stalk will come out.
  • Follow bean stalk up to ledge.
  • Cross ledge to blue door - hurry because the door will disappear soon.
  • Enter blue door and defeat Big Boo to get to Star Road.

Star Road 2:

  • Beat Vanilla Dome 1 by using the key.
  • Vanilla Secret 1 will appear - follow it.
  • Make your way up until coming to a spring pod.
  • Take spring pod to blue blocks. These are special blocks and must be filled in first. Put spring pad on the blue blocks.
  • Jump up - there will be a green pipe on your left.
  • Enter pipe and proceed to finish line. Your Star Road will appear.

Star Road 3:

  • Proceed to Forest of Illusion 1 and beat it using the key.
  • Proceed to the fortress and beat it.

Star Road 4:

  • Find the Cheesecake Bridge's secret exit.
  • Beat the water stage that appears.
  • The Star Road will appear on a nearby island.

Star Road 5:

  • Find the secret exit in Valley of Bowser 4.
  • A pathway will open up to the Star Road.

Star Road 6:

  • Find the secret exit in Star World 5.
  • A secret Star Road will open up, revealing 8 special levels.

After you beat the special levels you will warp back to Yoshi's island but everything will be strange. All the turtles have mario shells, the bulletsappear as black birds and many other strange things. If you go back to the special levels and walk back through them the way you came the world will revert to normal.

Extra Lives - Forest of Illusion 1[edit]

For a total of fourteen lives do this. Go to forest of illusions 1 and get to the half-way mark and then keep going untill you see a box with changing powerups. Now wait until you see a feather in the box. Then hit it and itshould change into a star. If you get the star, run and kill all the creatures that come out of the yellow blocks untill you start getting lives. The turtles and other guys are worth one life andthe wigglers are worth two lives. You can get 99 lives much faster this way.

Classic Music[edit]

In the 'Special Zone', wait about 5 minutes and listen to the music. It should start playing variations of the original Mario Bros. song!

Unlimited Lives[edit]

Go to the 'Top Secret' level. Then, get the Yoshi from the block in the middle. Then, leave the stage. Finally, keep going in and out of the stage, getting the middle block every time. A 1up should keep coming out of it.

Extra Lives - First Ghost House[edit]

In the first ghost house, fly up to the upper left corner. You will see a ledge. Run to the right and you will fall. Ghosts will try to hurt you but keep on going. At the end of the ledge you will fall and there will be four extra guys. You will have to hit the boxes to get them. Go though the door. There will be a Moon (3 lives.) After you beat it there will be a level above the ghost house. Go to it. In it there is five boxes. The two left ones contain, flowers. The two right ones contain feathers. The middle one has Yoshi. If you already have Yoshi then it will be an extra life. To exit, run off the screen.

Extra Lives - Vanilla Secret 2[edit]

Enter Vanilla Secret 2 and get to the half-way mark without killing any Koopa Troopers or the green jumping guys. Keep on going until you reach a pit with a lot of spinny orange guys. There will be yellow blocks right above the pit. Hit the blocks until you get a silver 'P' switch.

Carry this switch a little past the half way mark until you reach two pipes with red guys jumping out of them. Put down the 'P' switch, step on it, and run back to the start of the level. While your running there will be a lot of silver coins on the way. Get all the silver coins you can and you will gain 50+ lives!

Important: Be sure not to kill the Koopa Troopers (or the green junping guys) on the way to the 'P' swich, those guys turn into the coins that give you the lives.

Replay Castles[edit]

To replay any castle or fortress you've completed, hold L + R when entering.

Extra Lives - Yoshi's Island 1[edit]

Get a cape and go to Yoshi's Island 1. There is an area with one Rex on the hill and three more below it. After killing them all, fly up and you'll find a Moon worth 3 lives sitting in the clouds.

Warp to Bowser Castle[edit]

On the last Star Road, press B. This will put you in the Valley of Bowser without beating castle #7.

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Super Mario World

Also known as: Super Mario Bros. 4: Super Mario World (JP)
Developer: Nintendo
Publisher: Nintendo
Platform: SNES
Released in JP: November 21, 1990
Released in US: August 13, 1991
Released in EU: April 11, 1992

This game has unused areas.
This game has unused code.
This game has unused enemies.
This game has unused objects.
This game has unused graphics.
This game has unused items.
This game has unused sounds.
This game has debugging material.
This game has regional differences.

This game has a notes page
This game has a prerelease article

Super Mario World is the first Mario game on the Super NES, rushed and hacked together in time for release.

Despite 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, Yoshi.

To do:
Document the discoveries posted here.
Game
  • 3Unused Level Modes
  • 4Unused Graphics and Objects
    • 4.1Sprite-Based Objects
    • 4.3Foreground Objects
    • 4.4Overworld Sprites
  • 5Other Unused Graphics
    • 5.15Older Title Screen Graphics
  • 6Oddities
  • 7Developer's Tools
  • 8Used but Hidden Content

Sub-Pages

Unused Levels
Early levels that still linger in the ROM.
Version Differences
Those dolphins had it coming.

Unused Sound

There is an unused sound in the ROM. It was reused in the next game for Expansion Blocks...well, expanding.

Sorry, your browser either has JavaScript disabled or does not have any supported player.
You can download the clip or download a player to play the clip in your browser.

Unused Level Modes

Layer 1 horizontal into Layer 2 vertical

Sprite ID: EC

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. It only functions in levels with the layout mode set to 05 or 06.

Translucent Levels

Level modes: 1E and 1F
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). Both modes are fully functional. Their position at the end of the mode list suggests they were 'hacked in' somewhat later in development.

Early screenshots showed a flooded grassy area using mode 1F, with water on one layer and ground on the other. 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.

Unused Background and Sprite Graphics Indexes

Object graphics indexes: A, E
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. As a result, all tileset-specific objects are scrambled, making the index mostly unusable.

Index E (Underground 3) is identical to indexes 3 and 9 (Underground 1 and 2), except it uses a forest/mountain background GFX bank. This would have allowed for above-ground rocky levels, similar to those of World 6 in the New Super Mario Bros. series.

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 bank 14 contains the pipe, block, Bullet Bill cannon, and Yoshi Coin graphics seen in every background tileset, none of which are used by any sprite in the game. It's possible that a set of sprite graphics existed in this bank at one point during development.

Vertical Dark BG Level

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

Duplicate Horizontal Layer 2 Level

Level mode: 0F
Duplicate of level mode 01.

Unused Graphics and Objects

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

Sprite-Based Objects

Classic Piranha Plant


Sprite ID:1A

A classic Piranha Plant. If you've ever played a Mario game, you should know how this works. Its vine tile has been replaced in memory with one of the frames of Cheep Cheep flopping around on land, using the red palette instead of their normal yellow palette. Note that the upside-down variation of this is used in Vanilla Dome 3, but 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 stem of this has been moved.

An unused, yellow upward 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-down variation, but due to a bug, it doesn't work properly. There is an Asar patch to correct this problem.

Floating Platform


Sprite ID:5E

This platform will move to the right constantly once Mario lands on it. If Sprite Buoyancy is enabled in the current level, this object will act like the smaller floating platforms found in levels such as Yoshi's Island 4.

Flying Coin


Sprite ID:7E

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

Flying Mushroom


Sprite ID:7F

Similar to the above object, this floating golden mushroom gives the player an extra life.

Flying Cage


Sprite ID:88

This graphically-glitched flying cage 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 Program (at least for the larger tile), making this an old leftover.

Unused Chargin' Chuck

Sprite ID:96

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

Swooper Spawner


Sprite ID:E4

This object will spawn a bunch of Swoopers at whatever Y position it's 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 one of their two flying frames has glitched graphics, hinting that Swoopers had a tilemap change at some point in development, and the fact that jumping on them deals damage hints that they may have once been something completely different.

It should be noted that the Swoopers spawned by 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 one used by the normal Swooper objects. Curiously, later games would use the alternate coloration for Swooper, meaning that this may have been the intended palette after all.

Dummy Floating Platforms

Sprite IDs: 56, 58

These platforms are like the checkerboard platforms, but 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. It also disables horizontal scrolling. Unknown use.

Foreground Objects

Blue Coin


FG Object ID:16

This acts just like a normal coin, but it's all...blue.

Hitting a P-Switch will turn these blue 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


FG Object ID:17

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

Small Door


FG Object ID:10 (Extended object)

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

Question Mark Block with Shell


FG Object ID:37, 38 (Extended object)

Question Mark Blocks that contain Koopa shells are fully coded in the game! Well, not just a Koopa shell. The actual Koopa is still inside, and it will get back up if you wait too long. Unlike a normal shell, fireballs have no effect on it. This is because items from blocks or the reserve box are immune to fireballs in order to prevent the player from frying them.

Empty Turn Block

FG Object ID:2E (Extended object)

Acts like a Turn Block with an item inside, but doesn't actually contain anything.

Bounce Block


FG Object ID:39 (Feather - Extended object)
Block with 'Nothing' not defined as an object but is in Map16 at 12B

These blocks aren't activated by Koopa shells or jumping, but by running into them from the side. They are finished, but the object part of this block uses the wrong graphics (hinting that something else other than the P-Switch and Springboard was here). This graphical error can be fixed 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 one with a Cape Feather, the latter turning into the former when hit. Similar blocks appeared in Super Mario Bros. 3.

Seaweed


FG Object ID:81 (Extended object)

An object-ified version of the seaweed commonly seen in underwater backgrounds. This is only found in the Ghost House tileset, and was likely intended to appear in the Sunken Ghost Ship.

Grass


FG Object ID:3F X5 where X is the object length (Plains tileset only)

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 also finished, available in the forest tileset.

Conveyor Ropes


FG Object ID:36 X_ (Flat), 37 SS (Diagonal) (Mountain tileset only)

These are completely functional conveyor belts using special animated rope tiles. They can go either left or right, and the diagonal ones can face either direction, giving a total of six different 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 top, similar to the pink Note Blocks in Super Mario Bros. 3.

Log Objects


FG Object ID:3E (Horizontal), 3F (Vertical) (Mountain tileset only)

These logs are bright yellow, and can be both horizontal and vertical.

Side Cloud Fringes

FG Object ID:3E (Plains tileset only)

Side cloud fringes. Used nowhere in original game.

Top 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 edge tiles.

Overworld Sprites

Lakitu

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

This was most probably meant to appear on levels with Lakitus in them, but it was never coded to do such. Besides that, the only Lakitus in the game appear in submaps.

Blue Jay

This odd-looking bird also follows Mario around on the overworld map, but it will also appear on submaps (except Vanilla Dome). Like the Lakitu, it can be activated by changing address 19FC in a savestate to 02.

It has been suggested that the bird was used around levels that contained the flying cage, since the mysterious winged objects holding up the cage use a blue palette.

Piranha Plant

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

Koopaling

Three Koopalings are actually present on the overworld map, but are never visible; the path tiles that were originally supposed to make them appear were changed into oddball corner tiles and used in the Star World. Unlike the rest of the overworld sprites, these actually had a purpose – they were to drag you into levels, much like the hands in World 8 of Super Mario Bros. 3.

The positions of the sprites (visible in Lunar Magic's overworld editor) suggest a vastly different overworld layout at the time of their 'removal' than what was seen in the final.

Other Unused Graphics

To do:
  • There's a couple unused graphics for Mario, including an unused Cape sprite and a variant of one of Cape Mario's flying frames without the cape (Source: https://www.spriters-resource.com/snes/smarioworld/sheet/53664/)
  • Some graphics are incorrectly displayed, such as Wendy's bow

Hills Background Star


An animated star tile found in the hilly and Ghost House background tilesets. It's not used in either. In the final game, a different tileset is used for starry nights.

Early Yoshi Berry

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 animated version, which looks much different. In fact, three different versions of the berry graphic exist in the ROM, as shown below:

  • Early berry

  • Sprite berry

  • Final berry

  • Final berry, animated

Small Musical Note


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

Fire-Spitting Dino Rhino

Dino Rhino was supposed to have 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.

Interestingly, one of the transformed kings in the Super Mario All-Stars version of Super Mario Bros. 3 uses a scaled-down, differently-colored variant of the horizontal frame with a crown tacked on top.

Chain Chomp Chain?


In the graphics set for the forest enemies like Wiggler and Lakitu, is this small circular object. While there isn't any way to completely verify this, it does seem to resemble a chain that would be used for a Chain Chomp enemy. Given that the Chain Chomp was originally intended to make an appearance, and that there is an unusually large amount of placeholder tiles in the forest enemy graphics, it is entirely possible that the Chain Chomp was dummied out late in development, and this single tile was forgotten.

Yoshi

Several unused Yoshi parts intended for the ending.

Yoshi Dust

This dust is supposed to appear when Mario hops on Yoshi, but it's unused in the final game. Game Genie code 8B68-AFDC will enable this feature.

Iggy's Hair

In the game, Iggy and Larry both have the same hairstyle.

However, in Super Mario Bros. 3, Iggy had a significantly different hairstyle. Graphics for this hairstyle do exist in Super Mario World, but are unused:

If used, it would look like this:

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

Morton and Roy's Attack

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

Super Mario World Game Genie Codes

Early Koopa Clown Car Teardrop


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

Placeholder Block Graphics

Before
After

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

Super mario world game genie unlock all levels

Early Brick Graphics

Early
Final

An earlier version of the bricks seen in the boss fights. Compared to the final version, the early one is poorly shaded.

Flying Birds

The birds found atop Yoshi's House have two 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 as part of the reward for completing the coin-collecting challenge in Donut Plains 1.

5-Up

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

Older Title Screen Graphics

Super Mario Bros. 4

These graphics appeared in an early version of the U.S. title screen, and are still present in the ROM. Strangely enough, they are not present in the Japanese ROM, even though the official Japanese label art did have the subtitle of 'SUPER MARIO BROS. 4'.

  • Japanese title screen

  • Prototype U.S. title screen (earlier)

  • Prototype U.S. title screen (later)

  • Final U.S. title screen

AND

Just the word 'AND'. This could have been meant to appear in the copyright line, e.g. '© 1990 AND 1991 Nintendo', though it doesn't fit well with the existing copyright font.

Oddities

Older Level Layout Leftovers


A Buzzy Beetle can be found at the very end of Donut Plains 2, stuck inside a wall. Because the screen slowly autoscrolls at that point, it can never be seen, and even if it could be seen, it would just fall through the floor.

Extra Warp Data


There's a pipe in Vanilla Secret 1 that leads to a secret exit. In the screen right above that one, there's warp data that takes the player to the same exit. This was done to fix a bug with the secret exit pipe: if Mario enters the pipe while riding Yoshi, he'll be just high enough (by a single pixel!) to be on the next screen up. Instead of just, say, moving the pipe down a block, they instead duplicated the warp pipe data.

Unused Red Switch Palace

Another instance of the Red 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 set to Left, whereas all other single-exit levels have it set to Up, implying that there was a path there at some point. Nintendo probably figured the player would have little need for red Switch Blocks by this point and (wisely) decided to make the Palace accessible from Vanilla Dome 2.

Boss Door

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

Interestingly, the graphics for the orange, purple, and green tiles are identical, but are stored as separate 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

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:

Download Super Mario World (Layer 2 IPS patch)

Reserve Starman

In-game colors
Corrected colors

At one point, it was possible to have a Starman in the reserve item 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 it appears to use incorrect palette values (00 02 04 02). Shifting each value left by one bit (00 04 08 04) fixes this.

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

Goal Post Bottom

Though never seen in-game, Goal Posts have a bottom tile. It's likely that they were intended to float above the ground at one point, much like the similarly-styled midway points do in the final game. Unfortunately, the rounded part of the bottom tile was overwritten with large bush graphics at some point in development, causing the glitched appearance seen above.

Unused Bonuses

Normally, the bonus table caps at 1-Up after stomping eight enemies in a row. However, due to a programming oversight, this does not apply to Wigglers! Starting from the tenth stomp, you'll receive a 2-Up, a 3-Up, and then the following unused bonuses:

  • 5-Up
  • 5 coins
  • 10 coins
  • 15 coins
  • 20 coins
  • 25 coins

After 25 coins, each successive stomp will overflow the bonus table and give a glitched bonus, which is often worth a very large number of points and coins. None of the unused bonuses appear 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 (though they can be seen in the SNES Test Program).

Though none of the game's levels feature more than two or three Wigglers in a row (due to their processing overhead and large sprite count), it is possible to revert them to their calm state by scrolling them off and back onscreen while floating with the cape, at which point they can be stomped on again to increase the bonus count. The easiest place to do this in the game is in Forest of Illusion 1, on the log platforms above the keyhole.

Developer's Tools

Free Movement/Instant Flight Mode

The Game Genie code DDA6-DF07 enables a free movement/instant flight mode. Hold L and press A once, and you'll be able to fly (provided you have a cape) as soon as you start running. Hold L and press A again, and you will be able to move Mario anywhere in the stage. Hold 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 will give you special controls during 'boss defeated' scenes. After the scene has ended, press L + R to repeat the scene or Up + L + R to view the 'boss defeated' scene from the next world.

Additionally, if you go past the seventh and final 'defeated Koopaling' scene, you can view the credits.

Power-Up Select

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

Yoshi Select

The Game Genie code ED60-642D will let you choose what Yoshi you want on the map screen. Press Select to cycle through the different Yoshi colors (None, Yellow, Blue, Red, Green).

Instant Level Completion

The Game Genie codes DDC1-64DD DDC5-6DAD allow you to instantly complete any level, even ones you have not already beaten. Press Start then Select to complete the level via the 'normal' route, or hold A or B while pressing Select to complete the level via the secret goal, if the level has one.

Star World from Yoshi's House

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

Overworld Free Movement

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

Used but Hidden Content

Invisible 1-Up Triggers

Super Mario World 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 only way to discover these in-game is to stumble across them by chance (some are much more obscure than others), but Lunar Magic's level editor will show their locations on maps that include them.

These hidden 1ups are from Extended object of 19-1C.

There are at least 14 of these accessible in the game:

  1. Map 006 (Donut Plains 4)
  2. Map 010 (Cookie Mountain)
  3. Map 015 (Donut Plains 1)
  4. Map 01A (#6 Wendy's Castle)
  5. Map 0E0 (Vanilla Fortress)
  6. Map 0E7 (#2 Morton's Castle)
  7. Map 102 (Yoshi's Island 4)
  8. Map 107 (Vanilla Ghost House)
  9. Map 110 (#7 Larry's Castle)
  10. Map 119 (Vanilla Dome 4)
  11. Map 123 (Forest of Illusion 3)
  12. Map 12A (Gnarly)
  13. Map 1E3 (Valley of Bowser 2)
  14. Map address 0x36BFB (Chocolate Island 2)

(There are also two sets of triggers in each copy of the 'TEST' map found throughout the ROM.)

To do:
  • Find some way of searching the ROM for these objects, to make sure there aren't others that were overlooked when browsing maps visually in Lunar Magic
  • Document them with screenshots/video?

Big Boo Peek Frame

It's relatively well known that if you stare down a Boo Buddy for approximately eight (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.)

However, less widely known is that Big Boos also have this behavior, but they require you to wait for approximately sixteen seconds before they'll react (by peeking out from behind their hands). This frame does not appear to be used anywhere else in the game.


(Source: Supper Mario Broth)
The Mario series
NES/FDSSuper Mario Bros. • Super Mario Bros. 2 (FDS) • Super Mario Bros. 2 (NES) (Prototype; Doki Doki Panic) • Super Mario Bros. 3
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Wii UNew Super Mario Bros. U • New Super Luigi U • Super Mario 3D World • Super Mario Maker
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Nintendo DSNew Super Mario Bros. • Super Mario 64 DS
Nintendo 3DSSuper Mario 3D Land (Demo) • New Super Mario Bros. 2 • Super Mario Maker for Nintendo 3DS
Nintendo SwitchSuper Mario Odyssey • New Super Mario Bros. U Deluxe • Super Mario Maker 2
iOS/AndroidSuper Mario Run
Mario Kart
Console GamesSuper Mario Kart • Mario Kart 64 • Mario Kart: Double Dash!! (Demos) • Mario Kart Wii (Channel) • Mario Kart 8 • Mario Kart 8 Deluxe
Handheld GamesMario Kart: Super Circuit • Mario Kart DS (Demos) • Mario Kart 7
Arcade GamesMario Kart Arcade GP • Mario Kart Arcade GP DX
Mario RPGs
Super Mario RPGSuper Mario RPG: Legend of the Seven Stars
Paper MarioPaper Mario • The Thousand-Year Door (Paper Mario 2 Demo) • Super Paper Mario • Sticker Star • Color Splash
Mario & LuigiSuperstar Saga • Partners in Time • Bowser's Inside Story • Dream Team • Paper Jam • Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey
Mario Party
Console GamesMario Party • Mario Party 2 • Mario Party 3 • Mario Party 4 • Mario Party 5 (Demo) • Mario Party 6 • Mario Party 7 • Mario Party 8 • Mario Party 9 • Mario Party 10 • Super Mario Party
Handheld GamesMario Party Advance • Mario Party DS
Mario Sports
Console GamesBS Excitebike Bunbun Mario Battle Stadium • Mario Golf • Mario Tennis • Mario Golf: Toadstool Tour • Mario Power Tennis • Mario Superstar Baseball (Mario Baseball Demo) • Super Mario Strikers (Demo) • Mario Strikers Charged • Mario & Sonic at the Olympic Games (Beijing 2008, London 2012) • Mario Sports Mix • Mario Tennis Aces
Handheld GamesMario's Tennis (Virtual Boy) • Mario Golf • Mario Tennis (GBC) • Mario Tennis: Power Tour • Mario Golf: Advance Tour • Mobile Golf • Mario & Sonic at the Olympic Games (Beijing 2008)
Web GamesMario Tennis: Power Tour - Bicep Pump
Other
Arcade GamesDonkey Kong • Donkey Kong Jr. • Mario Bros. • Donkey Kong, Donkey Kong Jr., Mario Bros.
Computer GamesDonkey Kong (Atari 8-bit family) • Mario is Missing! (DOS) • Mario Teaches Typing (DOS) • Mario's Early Years (DOS) • Mario's Game Gallery (Mac OS Classic)
Console GamesDonkey Kong (NES) • Donkey Kong Jr. (NES) • Mario Bros. (NES) • Wrecking Crew • Dr. Mario (NES) (Prototypes) • Mario Paint (Prototype) • Mario & Wario • Tetris & Dr. Mario • Undake 30: Same Game Mario Version • Mario's Super Picross • Wrecking Crew '98 • Mario is Missing! (NES, SNES) • Mario's Time Machine (SNES) • Mario's Early Years: Fun With Letters • Yoshi's Safari • Hotel Mario • Super Mario's Wacky Worlds • Mario no Photopi • Mario Artist Paint Studio • Mario Artist Talent Studio • Mario Artist Communication Kit • Dr. Mario 64 • Luigi's Mansion (GameCube) • Dance Dance Revolution Mario Mix • Fortune Street • Captain Toad: Treasure Tracker (Wii U, Switch) • Dr. Luigi
Handheld GamesDr. Mario • Donkey Kong • Mario's Picross • Picross 2 • Jaguar Mishin Sashi Senyou Soft: Mario Family • Mario Pinball Land • Mario vs. Donkey Kong (Demo) • Mario vs. Donkey Kong 2: March of the Minis (Demo) • Mario vs. Donkey Kong: Minis March Again! • Super Princess Peach • Dr. Mario & Puzzle League • Mario Bros. Classic • Luigi's Mansion (Nintendo 3DS) • Luigi's Mansion: Dark Moon • Photos with Mario • Dr. Mario World
Web GamesDr. Mario: Vitamin Toss
See also
Yoshi • Donkey Kong • Wario
The Yoshi series
NESYoshi • Yoshi's Cookie
SNESYoshi's Cookie (Prototype) • Yoshi no Cookie: Kuruppon Oven de Cookie
Super Mario World • Super Mario World 2: Yoshi's Island • Tetris Attack • Yoshi's Safari
Game Boy (Color)Yoshi • Yoshi's Cookie • Tetris Attack
Nintendo 64Yoshi's Story
Game Boy AdvanceSuper Mario World: Super Mario Advance 2 • Yoshi's Island: Super Mario Advance 3 • Yoshi Topsy-Turvy • Yoshi Sample
Nintendo DSYoshi's Island DS (Demo) • Touch & Go
Nintendo 3DSYoshi's New Island • Poochy & Yoshi's Woolly World
Wii UYoshi's Woolly World
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