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Development:Super Mario World 2: Yoshi's Island

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This page details development materials of Super Mario World 2: Yoshi's Island.

How about a nice leek in this trying time?
This page or section details content from the July 2020 Nintendo Leak.
Check the July 2020 Nintendo Leak category for more pages also sourced from this material.

On July 24, 2020, a vast amount of source code from Nintendo's early consoles surfaced as well as prototypes and assets from games such as Super Mario World, Super Mario Kart, The Legend of Zelda: A Link to the Past, and more.

The leak included a large number of Yoshi's Island source files with previously-unseen assets, tools, and more.

See also Super Donkey, an unreleased game that shares a number of elements with Yoshi's Island and may be its precursor.

Sub-Pages

YI b2kazan2.cgx.png
Level Backgrounds
Whoa...
YI TAMAGO-DEMO 1.gif
Sprites
Move over Mario...
YI map-OBJ-egg 0.gif
World Map
Welcome to Yoshi's Island. Please remain seated during the ride. For your own safety, keep your arms and legs inside the vehicle at all times.
SMW2YoshiTree.gif
Sounds
If a Yoshi turns into a tree in the forest and no one is around to hear it, does it still make a sound?

Unfixed Bugs

ツール\not_chg.doc contains a little list of bugs that haven't been fixed.

*********************************
*								*
*		    修正していないバグ				*
*								*
*********************************


  ・プチプチボスでクリアーできない

  ・あほーどりに乗ったまま坂天井に衝突したときBGに食い込んでいく

  ・2W-1でフラワーが消える。(テトリスブロックのセットしだい)

  ・2W-4の隠し部屋でスイッチがBGに食い込んでしまう。

  ・4W-5でのびるブロックをヒップアタックでのばしたとき
    下のBGのトゲに当たるときがある。

  ・2W-8でヨッシーがダメージを受けてマリオが宙に浮いた時、5秒間程泣き出さなかった

  ・3W-4で中間リングの後の、ピンクの回転床がなかった。(プチスライムの出過ぎ)

  ・3W-6でヨッシーが猿を捕まえると同時にダメージを受けた時、猿が空中で木にぶらさがっているポーズをとっていた。

  ・4W-1で中間リングの後、ヨッシーが画面から消えてしまう。この時ゲームオーバー画面にて、崩れたグラフィックが現れた。

*********************************
*								*
*		    Unfixed Bugs				*
*								*
*********************************


  ・It's not possible to clear the Milde boss

  ・When you collide with a sloped ceiling while riding Goonie, you penetrate the background

  ・In 2W-1, the flower disappears. (Depending on how the Tetris block is set)

  ・In 2W-4's hidden room, the switch penetrates the background.

  ・In 4W-5, when you extend the extending blocks with a ground pound,
    you sometimes hit the spikes on the background underneath.

  ・In 2W-8, when Yoshi took damage and Mario was floating in the air, he didn't start crying for around 5 seconds.

  ・In 3W-4, the pink rotating floor after the midpoint ring wasn't there. (Lemon Drop sticks out too far)

  ・In 3W-6, when Yoshi took damage at the same time that he caught a monkey, the monkey did the pose where it's hanging from a tree in midair.

  ・In 4W-1, after the midpoint ring, Yoshi disappears from the screen. Then, a garbled graphic appeared on the Game Over screen.


(Source: Translation - GlitterBerri)

Pointless Story

ツール\tool\cos2\sfc\sinbun, whose filename translates to "newspaper," contains an extremely riveting story; author unknown.

夏のボーナスで、テレビを買いました。しかも、32インチのワイドテレビ!!
メーカーは、東芝です。本当は、パナソニックかソニーかにしたかったけど、
店の店員さんの話によると、他のメーカーのは、画面の両端だけをのばして
真ん中あたりは、そのままという変なものが多いと聞いて、実際にみくらべて
みると、まさにそのとうりでした。
そうそう僕が手に入れたテレビは、ダブルウィンドゥなので同時に2つの
番組を見ることができます。この機能は、ソニーのテレビなどについていた
子画面なんかよりもずっといいです。
このテレビ、ちょっと高かったけど、買ってよかった。
I bought a TV with my summer bonus. What's more, it's a 32-inch wide screen!!
The maker is Toshiba. I actually wanted a Panasonic or a Sony, but I heard from
a shop employee that, a lot of the time, with other brands, there's this weird thing
where only the sides of the screen are extended, and the middle is left as-is.
When I tried comparing for myself, I realized that it really was like they said.
That's right, the TV I got is dual-window, so it allows me to watch two
different programs at the same time. This function is way better than
the pop-up window on Sony TVs and the like.
The TV was kind of expensive, but I'm glad I bought it.


(Source: Translation - GlitterBerri)

Minigame Changes

Match Cards

日本_Ver0\msg\msgblok.dat has an earlier, commented-out version of MSG_F040_, which contains text for another minigame in place of the final game's Match Card description.

;-         『コインふやしゲーム』            -
;-                                -
;-        1ゲーム……メダル5まい            -
;-         >あそぶ >やめておく            -
;-        カーソルをあわせて 3まい            -
;-        のメダルを えらぼう!                -
;-        3まいの ごうけいぶんの            -
;-        メダルが もらえるぞ!                -
Coin-Gaining Game

1 Game ... 5 Medals
> Play      > Quit
Use the cursor to pick
3 medals!
You'll get the total amount
of medals on the three!


(Source: Translation - GlitterBerri)

Drawing Lots

日本_Ver0\msg\msgblok.dat has an earlier, commented-out version of MSG_F050_, which contains text for another minigame in place of the final game's Drawing Lots description.

;-         『うんだめしゲーム』                -
;-        のこりプレイヤーが へるか            -
;-        ふえるか うんしだい!                -
;-         >あそぶ >やめておく            -
;-        1まいだけカードをめくろう            -
;-         そのカードの かずだけ            -
;-         のこりプレイヤー すうが            -
;-         かわるぞ!                    -
Try Your Luck Game
Will your lives increase
or decrease?
It all depends on luck!
> Play     > Quit
Flip just one card.
Your lives will change
to the number on the card!


(Source: Translation - GlitterBerri)

Unused Entities

Hmmm...
To do:
  • Add graphics, more info, and more entities.
  • Place them in-game.

Enemies

AIRPM - Airplane Master

YI BAKchr 2A-2B.png

日本_Ver0\sfc\back_up\ys_enmy4.asm.BAK3 contains code for an airplane enemy that would have a flight range of three screens and spawned BOMBF and BOMBM entities. It also spawned three AIRPS entities.

The image on the right, found in the Gigaleak NEWS tape art file backups, may contain sprites for this entity.

AIRPS - Airplane Slaver

日本_Ver0\sfc\back_up\ys_enmy4.asm.BAK3 contains code for this subordinate entity to AIRPM.

BOMBF - Bomb Fly

日本_Ver0\sfc\back_up\ys_enmy4.asm.BAK3 contains code for this subordinate entity to AIRPM.

BOMBM - Bomb Fly Master

日本_Ver0\sfc\back_up\ys_enmy4.asm.BAK3 contains code for this subordinate entity to AIRPM.

KERO0 - Keronpa

Hmmm...
To do:
Is this meant to be the Keronpa (Fire Chomp) from Super Mario Bros. 3?

日本_Ver0\sfc\back_up\ys_enmy3.asm.BAK0 contains code for an unused enemy called Keronpa. It would have searched for the player.

This enemy was later simplified into an entity used for text character polygon debugging ("moji polygon デバッグ用"). Its code can be seen in 日本_Ver0\sfc\back_up\ys_enmy3.asm.BAK2.

Next, in 日本_Ver0\sfc\back_up\ys_enmy3.asm.BAK12, it became an entity described as "スキーデバッグ用" (for ski debugging), which changed the player form into Skier Yoshi.

Finally, it was condensed into a single RTL instruction, rendering it functionless, in 日本_Ver0\sfc\ys_enmy3.asm.

An entity named Keronpa also went unused in A Link to the Past. Poor thing couldn't catch a break.

TAPEN - Tackle Penguin

Yoshi's Island Unused Bird Enemy DOROBU-sanple 1.gif
Yoshi's Island Unused Bird Enemy DOROBU-sanple 2.gif

日本_Ver0\sfc\back_up\ys_enmy2.asm.BAK0 contains code for an unused enemy described as a "tacle penguin." This creature had three versions whose behaviour slightly differed. Actions included walking, turning, searching for the player, tackling the player, and "free throw."

There were two versions of this entity: TAPEN and TPEN2.

Likely graphics for these entities, seen at right, appear in the art files, as well as in object char file 43-A.

Player Transformations

It's not presently clear whether all of these represent true player transformations.

CCHGDT List

Hmmm...
To do:
There appear to be overworld graphics for some of the older transformations, like Chibi Yoshi, in files like V-METAR-BAK.CGX.

The CCHGDT label in 日本_Ver0\sfc\back_up\ys_play.asm.BAK1 contains the following list of alternate player graphics. If there's a ; in front of the name in the label column, that means that it was already commented out by the developers, even at the time this early version of the file was backed up.

Label Comment Translation Used Notes Possible Graphics
;CCHGD0 ;ZAKO0 Small Fry 0 Described elsewhere in the file as "small yossy."
;CCHGD1 ;ZAKO1 Small Fry 1
;CCHGD2 ;ZAKO2 Small Fry 2
;CCHGD3 ;DORO0 Mud 0 Shares its name with an effect described in 日本_Ver0\sfc\ys_exst.asm as "泥跳ね(着地、ブレーキ)," meaning "Mud Splash (Landing, Breaking)."
;CCHGD4 ;EGG01 Egg 01 Shares its name with the Yellow Egg entity.
;CCHGD5 ;BOMB0 Bomb 0 Shares its name with Kaboomba's cannonball entity.
;CCHGD6 ;KANI0 Crab 0 Shares its name with the Clawdaddy entity.
;CCHGD7 ;YOSY0 Yoshi 0
;CCHGD8 ;KINO0 Mushroom 0 Shares its name with an unused mushroom entity.
;CCHGD9 ;FIRE0 Fire 0 Shares its name with the Fire Watermelon entity.
;CCHGDA ;TAIH0 Cannon 0 Shares its name with the Kaboomba entity.
;CCHGDB ;dor.okajima Bandit - Okajima This is a reference to programmer Nobuo Okajima, who isn't credited in the game, but created a variety of development tools found in the Yoshi's Island directory. (He was credited on Yoshi's Story.)


MONK3, the entity for the Grinder that abducts Baby Mario, is occasionally referred to as "さらい猿(岡嶋猿、傘泥棒猿)," meaning "Abducting Monkey (Okajima Monkey, Umbrella Bandit Monkey)."

A sprite of a Japanese businessman in a brown suit holding an umbrella is found in the art files.

YI BAKchr 2C-2D.png
;CCHGDC ;big egg Big Egg
;CCHGDD ;mr.777 Mr. 777 The "777" in this mysterious entity might refer to the Mode 7 graphics used by the game, as the layout file for the Boss: Raphael the Raven (Moon) level is called 77777777.dat and described as "5W-8(ボス・キューちゃん【モード7】)," meaning "5W-8 (Boss Q-chan [Mode 7])."
CCHGDE ;yossy Yoshi Used in the final game.
CCHGDF ;plane yossy Plane Yoshi Plane Yoshi may have been dropped in favor of Helicopter Yoshi. Graphics for this transformation are still in the final game. SMW2YoshiPlane.gif
CCHGDG ;car yossy Car Yoshi Used in the final game.
CCHGDH ;chibi yossy Small Yoshi It's currently unclear how this label relates to the ZAKO label above.
;CCHGDI ;tank yossy Tank Yoshi It remains to be seen how Tank Yoshi and Mole Tank Yoshi differ.
CCHGDJ ;mogura tank yossy Mole Tank Yoshi Used in the final game.
CCHGDK ;submarin yossy Submarine Yoshi Used in the final game.
CCHGDL ;heri yossy Helicopter Yoshi Used in the final game.
CCHGDM ;train yossy Train Yoshi Used in the final game.
CCHGDN ;kasa kinoko yossy Umbrella Mushroom Yoshi Graphics for this transformation are still in the final game, and it's used, albeit buggy, in one of the protos. SMW2YoshiMushroom.gif
CCHGDO ;skier yossy Skier Yoshi Used in the final game.

PCHNG_INIT List

SMW2Bobomb.gif

日本_Ver0\sfc\back_up\ys_play.asm.BAK11 contains a player change initialization table that includes Bomb and Watch transformations.

PCHNG_INIT    EQU    $
        WORD    YOSSY_INIT    ;[0] ヨッシー
        WORD    CAR_INIT    ;[1] クルマ
        WORD    YOSSY_INIT    ;[2]
        WORD    HERI_INIT    ;[3] ヘリコプター
        WORD    YOSSY_INIT    ;[4]
        WORD    YOSSY_INIT    ;[5]
;;;;            WORD    YOSSY_INIT        ;[6] キノコ
        WORD    WATCH_INIT    ;[6] 時計君
        WORD    SBMARIN_INIT    ;[7] 潜水艦
        WORD    BOMB_INIT    ;[8] 爆弾君

Yoshi
Car


Helicopter

Mushroom
Watch-kun
Submarine
Bomb-kun

The graphics for Bomb Yoshi can still be found in the final game, and it's also used in one of the protos, where it explodes and destroys all the enemies on screen.

28-2F-BAK.CGX 68-6F.CGX 68-6F.CGX
YI hino 28-29-BAK.png
YI BAKchr 6E-6F.png
YI toru 6E-6F.png

It's possible that the clock sprites above belong to Watch Yoshi.

There's a commented-out header called "時計君初期セット" (Watch-kun Initialization Set) in 日本_Ver0\sfc\back_up\ys_play.asm.BAK that suggests this form would change enemies into clouds. This is further supported by multiple watch-related headers in 日本_Ver0\sfc\back_up\ys_enmy3.asm.BAK5, starting with "initial ( 時計君 )" (Initialization (Watch-kun)). The latter file additionally describes the watch having a rotating needle.

Enemies transformed by the watch would turn into the unused WATKM (Watch Cloud) entity. It appears that they would change back after a certain amount of time.

Voice Files

See here for unused voice clips associated with some of the removed forms.

Development Text

The file title located in the source code contains the exact dates that development on Super Mario: Yossy Island began and concluded, as well as copyright info and programmer credits.

  * TITLE OF THIS WORK : ス-パ-マリオ ヨッシーアイランド


  * NAME OF THE AUTHOR : NINTENDO CO., LTD.


  * YEAR IN WHICH CREATION OF THIS WORK WAS COMPLETED :

	 1995 COPYRIGHT 1995 NINTENDO CO.,LTD. ALL RIGHTS RESERVED


  * PERIOD OF CREATION :

      ORIGINAL PROGRAM	      : FEBRUARY 1, 1992 --> JUNE  29, 1995


  * PROGRAMER :

       TOSHIO IWAWAKI , KAZUAKI MORITA , SHIGEHIRO KASAMATSU

       YOSHIHIRO NOMOTO , SHIGEKI YOSHIDA , YUICHI YAMAMOTO

       SATORU TAKAHATA , EIJI NOTO , KIYOSHI KODA

       YASUNORI TAKETANI , MASARU NII

       KOJI KONDO


  * VERSION 0.00