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Talk:Super Mario World 2: Yoshi's Island

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Grinder Kong?

I remember reading about a Grinder enemy that is actually an homage to the original Donkey Kong. Graphics for it exist, but I can't remember if it's fully functional. -SGR

I remember reading about it on TMK, I think. I haven't messed with the game, but I do remember seeing it. -- Rick 11:13, 7 June 2010 (EDT)

Controller icon

SMW2UnusedIcon.png

Mind uploading the other 3 to compare?

There's not much point in trying to read the text if all three are the same...

In any case, the text seems to be 「コンフィグ」 (konfigu), which is more or less the short way of saying 「コンフィギュレーション」 (configuration). --Xk-sig.png Xkeeper (talk) 18:18, 22 September 2010 (EDT)

I'm going to assume you meant other 2. Here you go: SMW2Controller12.png

I'm pretty sure the text is referring to the "mood" of the control style. --GoldS 18:31, 22 September 2010 (EDT)

Yeah, I talked with Acmlm about it on IRC. In that case, it makes the word on the unused one even more mysterious. --18:34, 22 September 2010 (EDT)
Might be a user-configurable input style that just never was coded or maybe was used to create the other two styles once the devs settled on these layouts. --Tauwasser 19:35, 22 September 2010 (EDT)

Bonus Game 2 reference?

The unused bonus game 2 looks a lot like Missile Command, a 1980 arcade game. --badmuchachob 7:23pm PST, 18 December 2019

Bonus game sprites

Spinning around No crates allowed What?

It looks to me like these could be assembled into a mine cart, which would fit really well with the unused bonus game 10. That first one's pretty clearly a wheel, not a gear as the article suggests. --BMF54123 05:45, 6 October 2010 (EDT)

A forklift, a forklift, my crate for a forklift Maybe this is what it would've looked like. -- 'Tis the season to celebrate! Third Wiki Get! 12:38, 5 May 2011 (EDT)
I don't know, that box lacks an outline to one side. You could make a lot of things with those graphics... --ICEknight (talk) 23:22, 29 January 2014 (EST)
Racecart?... I think this is a bit more likely than a forklift... why would you race forklifts? And, as you can see, this assembly gives the crate an outline on its outline-less side, using the back of the chair thingie. --Jumbods64 (talk) 20:33, 14 September 2014 (EDT)

About the Beta Test Room

Hi, I'm excited about the content of this site, I really like it. I had a doubt with the test room. I tried to access it with Gameshark (with 7E021Axx code), but I can not find it. With the editor of Yoshi's Island either. I'm really interested to know how I can access this room, I would try it myself. Thank you very much, you are a leader in debugging. -- Fran friki 16:40, 24 October 2010

I know I'm 11 years late on this reply, but I just wanna let you know that the debug room can't be accessed with that code.
I should know; I spent 10 hours jotting down this complete masterlist of every single stage that can be accessed with that code in the US v1.0 release, all because of your query.
--Nunof Yerbizness (talk) 12:26, 19 Oct 2021 (UTC)

Right Side of Goal Tile...

Doesn't that appear in the level "Welcome to Yoshi's Island" in the very beggining? -- 'Tis the season to celebrate! Third Wiki Get! 12:20, 5 May 2011 (EDT)

Double Swap Platform

Hit from the center

Uploaded by Doggycharly. Need a sprite number and explanation of its behavior. --BMF54123 19:11, 7 February 2012 (EST)

Is a double green swap platform, if you hit from the center(the green block) the two platforms will rotate 90 degrees clockwise, then stops and so on -- Sprite number:162
please someone describe this sprite, my description isn't that good. Sorry for uploading this directly -- doggycharly
Ooh, this is great! And look! It uses the unused Question Block graphics! Say, do you know what sprite set it uses? --Peardian 15:55, 8 February 2012 (EST)
It uses the same as the other green&red platforms, let's say: 107
Oh and sorry about the other, I ripped from snn's hack and apparently forgot to change the center thing(block), sorry about that, it won't happen again.
BTW, I'm surprised no one has uploaded this before, it is supposed has been pointed before right?--doggycharly
In addition to what Doggycharly said, it can use any sprite set that contains graphics file 0x2A. This file is included in the following sprite sets: 0x00, 0x06, 0x1F, 0x35, 0x36, 0x4F, 0x59, 0x5C, and 0x6B.
As for its behavior: When you hit the block in the center, it turns pink. The platforms attached to it creak as they rotate 90 degrees clockwise, then pause, making a slamming sound. The step described in the last sentence is repeated one more time, so that the platforms are to the left and right of the block again, but the spikes are pointed in the direction opposite to where they started. Finally, the block in the center changes back to green, allowing you to hit it again. I'm aware this is a bit wordy... --Mattrizzle 20:36, 8 February 2012 (EST)
Oh, the block was edited? That's disappointing, but it makes more sense. --Peardian 16:14, 9 February 2012 (EST)

Score icons

Aren't the scores of a level based on the flowers, stars and red coins you collect? Those total in 60, so the final percentage is probably floor((flowers + stars + coins) / 60) * 100, right? This means that the likes of 2%, 4%, 7%, and others can never be obtained. Do graphics for these percentage icons on the overworld map exist? Sorry for any blatantly ignorant regard, it's been ages since I've played this game. {EspyoT} 18:21, 6 January 2014 (EST)

The game doesn't use a separate graphic for every single score, it uses a set of number graphics (0-9). Any numbers that can't appear in the ones digit can appear in the tens digit (e.g. 70%). --BMF54123 (talk) 19:01, 6 January 2014 (EST)
That's not how the score is calculated. You simply get 1 point for every star and red coin, and 10 points for every flower. Furthermore, while 10 is the number of stars you can have by default, it is possible to grab Mario when the timer is lower and quickly hitting the goal ring. This makes scores of even 0 possible. --Peardian (talk) 21:47, 6 January 2014 (EST)

"To Level 1-1 Glitch"

This might or might not be ok for the main page but, regardless, check out this glitch in this TAS video. The player is able to "warp" to level 1-1 and beat whatever level he was playing. The player does this glitch multiple times during the playthrough. Now my question is, why does the player transport to 1-1 and why are they spawned like 3 million feet in the air? Is there some random unused spawn point up there or is the game just glitching out?

I would like to add that this glitch is not unique to the SNES version and TAS isn't required to pull it off. In the GBA version (and maybe SNES version), I think it can be pulled off pretty easily in world 1-3 assuming you can flutter infinitely if my memory serves me correctly. In that level, go into the bonus room that requires you to press the red '!' button to enter it and when you do enter it, flutter back up the hole you are falling down. Now my memory is super fuzzy on this (this was something I discovered 10 years ago) but when you get above the screen, you warp to 1-1.

Eh... if nothing else, I guess this is just an interesting fact. --Cuber456 (talk) 20:21, 29 January 2014 (EST)

My guess is that the game pulls zeroes for the exit data whenever an invalid exit is triggered, warping you to coordinate 0,0 in the first level (level 0?). I'm not familiar with the game's inner workings, though, so I may be totally wrong.
We have a new Bugs: namespace for stuff like this, so feel free to document it there if you'd like. --BMF54123 (talk) 20:29, 29 January 2014 (EST)

Yoshi cookie early sprite work

It seems like the game Yoshi's Cookie have sprites that looks like it could come from a early version of Yoshi Island within it's unused intro. This is noteable since it predates Yoshi Island by at least two years. It's possible Nintendo sent sprites to third party developers for consistency (said game uses the SMW Mario in the intro), and a early Yoshi was amongst those maybe. --Ailure (talk) 06:12, 27 October 2014 (EDT)

I know I pointed that out somewhere in the forums (or maybe at Lost Levels'?) back in 2011... but I can't find the post with the details right now. Anyway, I'm reuploading here the graphics I had ripped from the prototype title screen since the old Imageshack links have been taken down since:
Yoshi's palette Mario's palette
Things to note:
  • Almost-final Yoshi's Island graphics 2 years before the game was released.
  • Hands and feet separated from Yoshi's body just like in said game when they could be easily doing full sprites.
  • Yoshi has the same "odd eye shading" from the old sprites shown in the Yoshi's Island page, only in blue instead of peach, so either BPS altered the palette themselves or Nintendo actually removed that blue eye shading to make room for another peach tone (for Baby Mario?).
Haven't compared Mario's graphics to see if they had been worked on other than the palette change but, for the curious, here's what he could have looked like when riding Yoshi, using the sprites in this intro: http://i.imgur.com/EvNxl63.gif
By the way, the Peach and Bowser at the bottom are just from the ending, I believe. Not sure what are they doing there.
--ICEknight (talk) 13:10, 27 October 2014 (EDT)
The separate hands and feet don't necessarily link the sprites to Yoshi's Island. Yoshi is a large sprite; it makes no sense to store full-sized graphics for each frame of animation if his body doesn't change at all, and it looks to me like there wouldn't have been nearly enough space to store that many large frames in VRAM. Mario gets full-body frames because his entire body moves when he walks, although I will admit it's kind of odd that they didn't reuse the same head for two of the three walking frames and the carrying frame at the top. --BMF54123 (talk) 20:38, 27 October 2014 (EDT)
Those are not Yoshi Island sprites. I mean, that is the (very similar) sprite used in Yoshi Island yes, but that because that Yoshi sprite most people think came from Yoshi Island, was actually used in Yoshi Cookie first (And Super Mario All Stars too). Check it out here: http://talking-time.net/showthread.php?t=10803 . Also, check the ending here for the Mario sprites: http://www.vgmuseum.com/end/snes/d/yc.htm ReyVGM (talk) 17:32, 27 October 2014 (EDT)
If those sprites are not from a work-in-progress Yoshi's Island, why would they bother making separate hands and feet specifically for Yoshi's Cookie? It's not like they needed to use the same complex sprite system from SMW2 for the few simple animations they did.--ICEknight (talk) 18:02, 27 October 2014 (EDT)
Maybe Yoshi's Cookie was going to have more animated sprites or more intermissions? Who knows. It's more logical to assume these are Yoshi's Cookie unused sprites, and not Yoshi Island unused sprites. ReyVGM (talk) 18:15, 27 October 2014 (EDT)
Let's think of it the other way. Why would the Yoshi's Island team base the sprite animation system of one of the most important games through the SNES lifespan on one minor puzzle game developed by a third party, which wasn't even a Yoshi-branded game when it was started?--ICEknight (talk) 20:08, 27 October 2014 (EDT)
It's obvious that someone at Nintendo created a new Yoshi sprite set for SOME purpose, given the fact that the same sprite design appears in both SMAS and Yoshi's Cookie (a third-party game, as previously noted), which were released only about a month apart. Was it intended for Yoshi's Island all along? We don't know, and we won't know unless someone at Nintendo comes forward with an answer (not likely).
It's entirely possible that it was intended for Yoshi's Island, depending on how long the game was in development; remember that Mario's sprite design and the updated underground theme from SMB3 appeared in the US SMB2 (and its prototype) prior to the former's release. --BMF54123 (talk) 20:23, 27 October 2014 (EDT)

Some stuff from places

A sound effect list

  • 06:Unused(SMW yoshi hatching from eggs)
  • 14:???
  • 19:Unused(SMW midway point)
  • 1C:
  • 1D:Unused?(A low pitched sound)

Sound's Recource - Yoshi's Island

--Hiccup (talk) 08:06, 23 November 2014 (EST)

IIRC, The 'Whsiup' SFX is used when Yoshi is hitted and loses Baby Mario.

--SimisageJittens (talk) 12:32, 23 November 2014 (EST)

The "bloob" sound is used by enemies like Burt and Boo Blah. The "lick" sound is definitely a SMW sound effect, but I don't know off the top of my head if it was re-purposed in this game. --Peardian (talk) 11:32, 23 November 2014 (EST)
I believe the SMW midway sound is used when changing worlds on the level select menu. --MrDoubleA (talk) 00:23, 16 May 2021 (UTC)

Yoshi's Back Sprite?

I watched this video about the "Null Egg" glitch, which was used to get rid of Baby Mario and go through levels only as Yoshi. It also mentions that Yoshi has a backsprite for entering doors without Baby Mario, which I don't remember seeing in the game. Is this unused? (The sprite appears at 4:34) The preceding unsigned comment was added by KirbyFan97 (talk • contribs)

Aren't Yoshi and Baby Mario separate sprites? It would make sense that you can see Yoshi's back if Baby Mario isn't there, since the artists wouldn't just draw a Mario-shaped hole in the sprite. Doesn't really seem "unused" to me. --BMF54123 (talk) 16:31, 18 January 2016 (EST)

Found a glitch(?)

This may be an emulator-only glitch, but when you spam A to get through the title sequence, the SFX2 title graphic doesn't initialize correctly. It looks like this before it disappears and gives me a file selection screen.

YI spama title.png

--ScottBeebiWan (talk) 13:14, 6 May 2017 (EDT)

You should probably assume it's an emulator bug unless you're able to reproduce it on the real hardware. --Devin (talk) 13:17, 6 May 2017 (EDT)
I can't really hardware verify, because I no longer have the game in physical form, or a working SNES currently. Could someone who's bored verify this? --ScottBeebiWan (talk) 13:31, 7 May 2017 (EDT)

Region Lock

Trying to use the game on a PAL consle throws up an error message saying it is not compatible. It is similar to the "Bad controller" screen that is in this game. I think this should be investigated further, as piracy features may be present. --Derpyunikitty (talk) 22:07, 2 July 2017 (EDT)

Raphael's Star

SMW2YI-Raphael Star.png After Raphael the Raven has gone invisible, his palette actually changes to show that star that's been mentioned before. This pretty much confirms that theory that it was originally for the constellation, but later scrapped and changed to be part of the background. Should it be added? The preceding unsigned comment was added by MrDoubleA (talk • contribs)