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Author Topic: Why does Super Metroid have so many unused text graphics?  (Read 1141 times)


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Why does Super Metroid have so many unused text graphics?
« on: December 09, 2015, 06:51:12 pm »
I'm designing an original game in Sphere (it's like an open-source Game Maker geared towards RPGs) but I'm no graphic designer, so I'm using existing sprites just 'til I have a demo up, then hopefully I can get someone interested in joining me and making original graphics.

It's a 16-bit-looking scifi RPG and so I'm ripping some temporary graphics from the likes of Shin Megami Tensei for SNES and also some menu graphics from Super Metroid.

I downloaded the SNES Sprite Editor ( and when I was looking through the graphics, I noticed that Super Metroid has like, eight or nine different fonts, the majority of which are never actually used in-game.

With space so limited, why are there all these unused graphics? Were they planning to use them, but then didn't? Or maybe were they boilerplate graphics that Nintendo copy-pasted between carts? Because one of the font sets is the sort of fat, blocky graphics used in Super Mario All-Stars for the HUD ("TIME" "SCORE" etc.).

Also, are most SNES games like this?

Just curious. I was surprised to see so many fonts in Super Metroid. (Now if only creating actual Windows font files wasn't a nightmare...)