The third view uses climbable vines as a way of crossing a chasm. The second view, a bonus room with many coins, was probably meant to use the underground tileset. Players were supposed to use doors as a way of getting the stars before their opponents. The stage is a grassland area split into three views. This level uses an unused "multiple backgrounds and tilesets per area" mode, which does not work in the final game. No sprite set combination exists that allows all of the sprites to show at once. Includes a really wide variety of objects (even the unused pillars, a Giant Springboard and lava tiles). The level was designed for use with an early version of the grassland tileset - before the mushroom tiles were deleted. It seems like the big moving mushrooms were anchored to their sprite locations differently in early versions of the game. This may have been done when the sprites were removed or re-numbered. This has the effect of putting instances of sprite 0s in the origin (top-left) of the level, which causes the level to crash on load. levels 2-5 have had some of their sprites instances zeroed out. levels are not used (or working) in the final Mario vs. Many of the objects featured in the unused VS.A copy of just the used levels is stored compressed in a separate location for Download Play. levels exist alongside (and with the same filename prefix) as the set of VS. The level doesn't have sprite sets configured properly for any of the sprites (with the exception of Goombas and Koopas, since those are always loaded), which suggests that the sprite sets were rearranged during development.
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