User:Kak64/Wario1
Contents
Unused Graphics
Font
These are unused tiles from the font used in the Course Intro, Time Over and Game Over screens. The whole alphabet is present even though it isn't used in its entirety.
Most notably, it also features Mario's head, a leftover from Super Mario Land 2 where it was used in the status bar.
Alternate Block Tileset
Two generic blocks are unused. The first is an intermediary cracked block that probably would have appeared as Small Wario (you'd have to hit the block two more times to break it), while the second is an alternate version of the skull that appears above stage entrance doors.
Unused Block Tileset | Used Block Tileset |
---|---|
They were replaced in the main block tileset with the switch block graphics.
Level Tiles
Sand/Wood Tileset
Ladder tiles using Course 2's main tileset. Interestingly enough, the empty tile is not the one used everywhere else.
Stone Tileset
Even this spike with unique graphics didn't make the cut.
Ladder tiles very similar to the ones in Course 2, but with different graphics.
Sherbet Land
Full | Used |
---|---|
The frozen platform used in the Sherbet Land boss area has an extra row of tiles that aren't used. The final game opts to use waterline tiles instead, which helps explain how the penguin boss is getting those shell helmets. Shelmets.
Parsley Woods
While these tiles are technically used, the lower half is always obscured by the status bar.
Syrup Castle
Syrup Castle has no spikes, but plenty of lava.
Final Boss
These tiles should have been put near the bed in the final boss' room, but they aren't.
The lower half of this block is obscured by the status bar. Again.
Unused Bobo Scene
A significant number of tiles relating to Bobo are unused. Note that Syrup Castle is in the background. This makes up a very odd and interesting scene.
- Bobo never sits down.
- The emblem on Bobo's chest is different. The normal emblem has no horns and looks more like a skull.
- It's highly unlikely that Bobo even moved in this arena. The Bobo object actually moves around foreground tiles (a common trick that early Nintendo systems used) that compose the main Bobo body. Here, the background is far too complicated to have Bobo move around without severe graphical glitches.
- The overall design of this room doesn't really match the S.S. Teacup. It's possible that the Bobo fight was meant for Parsley Woods.
Map Screen
The majority of these are alternate versions of existing tiles.
Overworld
Miscellanous unused map tiles. Either horizontally or vertically flipped variations of these tiles are used though.
These Mt.Teapot tiles are interesting though. Their placement in VRAM shows that the area near Mt.Teapot used to be slightly different.
Full (Mockup) | Used |
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The Stove Canyon in the overworld was supposed to show actual fire at some point rather than just looking like a hole in the ground.
Unfortunately the two tiles don't quite fit properly. Either the Stove Canyon in the overworld used to look different, or other related tiles were overwritten at some point in development.
Parts of trees, meant to be displayed very close to the Parsley Woods' lake.
Rice Beach
Various unused sand border tiles.
None of the cliffs in Rice Beach are high enough to make use of these tiles, unlike in SS Teacup. However, SS Teacup uses different graphics for them.
Speaking of cliffs, grass only appears on the right side of a cliff in-game.
Apparently Wario's path used to go near rocks. It would have been likely used for the path to Course 6.
Miscellanous unused tiles which have a completely unique design.
Mt. Teapot
The leftmost tile of the water splash goes unused, likely by mistake as the water tile used instead creates minor cutoff.
Considering how clearing the first course in Mt. Teapot places a level dot over the tile's supposed position, it doesn't really amount to much.
The rightmost tile of the small hills' water reflection is always obscured in the tilemap.
This is how it would look if used properly.
Also on hills, a very similar tile to this is used in-game, but it doesn't include any kind of shading.
Dots are already present over these tiles when Mt.Teapot's lid crashes down. Tiles without the dots still exist though.
Mockup | Used |
---|---|
Sherbet Land
As usual, some of the map dots go unused. Of particular interest is the last one, since the water surface actually hides dots on the map.
No flat surfaces for the iceberg.
An horizontally flipped variation of the underwater ice spikes.
Stove Canyon
- The first one is an alternate small platform in the style of the bigger ones.
- The second is a less detailed ground tile.
- The other tiles are for dots on the map. Interestingly, the first one is set on a pitch black background; as the black parts of the submap hide dots.
No thin platforms are high enough to use these tiles.
A mockup of how they would look.
SS Teacup
A whopping total of six unused border pieces linger in this tileset.
Likely meant to show up after emptying the lake at Parsley Woods, but nothing changes in this submap; only the overworld displays it.
Full | Used |
---|---|
A part of the SS Teacup is always covered by the boss marker (or Wario marker after beating the boss).
Parsley Woods
Various tiles related to the Parsley Woods lake go unused. Some have similar variants which are used.
Should have been used when the top of a tree is close to the bottom of another tree. The horizontally flipped variation is used.
More rails hidden behind trees. Other similar tiles are used.
Most likely meant to appear for trees placed next to the lake, but there are only rocks in the nearby area.
A single unused tile for the lake's surface. What a travesty.
An hole in... something. Purpose unknown. Located in VRAM between the lake bridge and train rails graphics.
Syrup Castle
No levels have alternate exits in this submap.
It would have been nice if it were the case, since Stove Canyon is the last map to have those.
A level dot goes over the only position this could have been used.
No trees are placed high enough to make use of these tiles.
None are placed next to the right of the castle either.
Fixed | In-game |
---|---|
After destroying the first layer of walls, the map gains a few misplaced and/or unused tiles. Notice the top of the castle walls and the spots where dots appear.
These statue tiles aren't shown since dots are already placed on their position by the time Course 39 is cleared.
Coin Mini-Game
Unused | Used |
---|---|
An alternate variation of the round counter. Possibly changed because dark green on slightly lighter shade of green might have been difficult to read.
Object Graphics
Turns out that the Wanderin' Goom may have had an attack at one point! This spitting graphic and projectile are all that remains.
A little boat that would have appeared in one of the areas in the world map, probably Rice Beach. Wario has serious arm strength.
Seems like the Stove Canyon boss Funfun was going to eat Wario at one point, since he has graphics for moving his tongue and Wario dying as a result.
The ghost boss in Parsley Woods also has graphics for throwing coins, not just spawning them out of thin air. There's an animation showing how they would have worked.
Unused 16x16 Blocks
To do: finish this (do something like the Sonic 2 article) |
The generic block isn't used here.
Platforms that can be jumped through are also completely absent.
Unused Objects
Object 0D allows the box it's placed over to spawn a 10 coin block, but none are placed in-game.
Upside-Down Wario
The subroutine which handles the drawing of Wario's gameplay sprite has code to check if bit 6 of the address containing the sprite flags (0xA916) is set. Outside of glitch rooms, this bit is never set in-game.
If it is, the sprite is properly drawn upside down... but nothing else changes, leading to a plethora of visual oddities.
Oddities
Inaccessible blocks
After draining water from Course 31, some of the heart blocks become inaccessible. To stop Wario from hitting them, programmers put in four invisible blocks, but they're also impossible to hit.
Parsley Woods' Name
The "patch" tilemap with the empty lake also contains an incorrect copy of the zone's name.
Before | Patch tilemap | After |
---|---|---|
In other words, after emptying the lake the zone's name changes.