Talk:Super Mario World 2: Yoshi's Island

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


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). -- Xkeeper (talk) 18:18, 22 September 2010 (EDT)


 * I'm going to assume you meant other 2. Here you go: [[File: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 sprites


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


 * YI-Assemble-Cart.png 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)

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

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


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 . This file is included in the following sprite sets:, , , , , , , , and.
 * 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)