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Development:Super Mario World 2: Yoshi's Island
This page details development materials of Super Mario World 2: Yoshi's Island.
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.
Contents
Sub-Pages
Level Backgrounds Whoa... |
Sprites Move over Mario... |
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. |
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.
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.
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!
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!
Unused Entities
To do:
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Enemies
AIRPM - Airplane Master
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
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
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
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.)
|
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;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. | |
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. | |
CCHGDO | ;skier yossy | Skier Yoshi | ✔ | Used in the final game. |
PCHNG_INIT List
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 |
---|---|---|
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