| Address | Description | Type | Size |
| $7E0F34 | 24-bit scores for each player.
$0F34 = Mario's score.
$0F37 = Luigi's score.
Note: This value is in hexadecimal and not decimal, so it needs to be converted before it can be displayed in-game. Additionally, this value is actually the score seen in the status bar divided by 10, as the "ones digit" SMW displays is actually just a static 0 tile. | Counter | 6 |
| $7E0F40 | Amount of score to add up to the score total, at level end. Decrements as total score increments. | Counter | 2 |
| $7E13D6 | Amount of time to wait until the score-incrementing drumroll begins when you beat a level. Any time you enter a level, this address is set to #$50. Once you beat the level and the number of bonus stars you won and the score is displayed (or just the score if you didn't cut the goal tape), this timer will decrement itself once per frame. Once it reaches a negative value or zero, the drumroll will commence.
Once the drumroll ends, this is set to #$30, and then set to zero upon going to the overworld. It serves the same purpose after you beat a boss as well. | Timer | 1 |
| $7E1495 | Timer that controls fading and the level end scorecard. Increments and stops when it hits #$40. While it's ticking, the colors will fade; when it's done, $7E:003A through $7E:003D won't be read and the Layer 3 scrolling will be locked. | Timer | 1 |
| $7E15E9 | Sprite index for the current sprite that is being processed. It can be used in a sprite to reload the current index in X after having used X for something else. Make sure you don't change it in a sprite's code, or unintended effects may happen (game crash, infinite loops, ...).
Most sprite types use this: normal sprites, spinning coin sprites, extended sprites, score sprites, cluster sprites, and shooters. Other sprite types use [url=https://smwc.me/m/smw/ram/7E1698]$1698[/url]. | Sprites | 1 |
| $7E16E1 | Score/1-Up sprite number. | Sprites | 6 |
| $7E16E7 | Score/1-up sprite Y position, low byte. | Sprites | 6 |
| $7E16ED | Score/1-up sprite X position, low byte. | Sprites | 6 |
| $7E16F3 | Score/1-up sprite X position, high byte. | Sprites | 6 |
| $7E16F9 | Score/1-up sprite Y position, high byte. | Sprites | 6 |
| $7E16FF | Score/1-up sprite Y movement - how long the score sprite should move upwards. It is not possible to go down, and the maximum amount of frames is #$30. Additionally, the sprite is twice as slow with #$10-#$1F as with #$20-#$2F, and four times as slow with #$00-#$0F. The sprite terminates itself when this hits zero. | Sprites | 6 |
| $7E1705 | Layer the score/1-up sprite is on. Used to control its position. | Sprites | 6 |
| $7E17D8 | Spinning coin from block Y speed. $20-$9F will terminate the sprite and cause a score sprite to appear. | Sprites | 4 |
| $7E18F7 | Score sprite index. | Sprites | 1 |