As always, thank you for supporting The Cutting Room Floor on Patreon!
Development:Super Mario World 2: Yoshi's Island/Sprites
This is a sub-page of Development:Super Mario World 2: Yoshi's Island.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
To do:
|
All assets, including the sprites and animations, are stored in other/NEWS.7z/テープリストア/NEWS_11/NEWS_11.tar/hino/yoshi
and other/NEWS.7z/テープリストア/NEWS_09/NEWS_09.tar/home/nogami/yoshi
.
Contents
- 1 Animations
- 2 Sprites/Objects
- 2.1 yoshi
- 2.1.1 BAK-chr and BAK-col
- 2.1.2 Main Folder
- 2.1.2.1 Melon Bug
- 2.1.2.2 Kaboomba
- 2.1.2.3 World Map
- 2.1.2.4 MAP-kaiten-parts.cgx
- 2.1.2.5 color-kumo-OBJ.CGX
- 2.1.2.6 map-kaiten-test.CGX
- 2.1.2.7 kaiten-parts-new.CGX
- 2.1.2.8 ROGO.CGX
- 2.1.2.9 ROGO-2.CGX
- 2.1.2.10 MOJI.CGX
- 2.1.2.11 V-YUKI-O.CGX
- 2.1.2.12 V-MAP-ICON.CGX
- 2.1.2.13 MAP-M1-HOLDER.CGX
- 2.1.2.14 V-KUSA-O-cours-taitle.CGX
- 2.1.3 CHR-stock
- 2.1.3.1 TAMAGO-DEMO.CGX
- 2.1.3.2 OPENING-B1-0.CGX
- 2.1.3.3 OPENING-OBJ-5-YOSHI.CGX
- 2.1.3.4 OPENING-OBJ-6-7-8.CGX
- 2.1.3.5 BABBLE-test.CGX
- 2.1.3.6 BG-0.CGX
- 2.1.3.7 BG-1-BLOCK.CGX
- 2.1.3.8 BIYOOON-OBAKE.CGX
- 2.1.3.9 DOOR.CGX
- 2.1.3.10 DOROBOU-sanple.CGX
- 2.1.3.11 FIRE.CGX
- 2.1.3.12 GAM.CGX
- 2.1.3.13 GEROGERO.CGX
- 2.1.3.14 goal.CGX
- 2.1.3.15 GRADASION-SANPLE.CGX
- 2.1.3.16 HANA-BG-TEST.CGX
- 2.1.3.17 HANA-BG-TEST-2.CGX
- 2.1.3.18 ITEM.CGX
- 2.1.3.19 iwa-mori.CGX
- 2.1.3.20 killer.CGX
- 2.1.3.21 kinkin-kei.CGX
- 2.1.3.22 kusa-2-FILE.CGX
- 2.1.3.23 kusa-real.CGX
- 2.1.3.24 KYUCHAN-BOSS.CGX
- 2.1.3.25 mizu.CGX
- 2.1.3.26 moving-CHR.CGX
- 2.1.3.27 new-bg.CGX
- 2.1.3.28 NEW-POO.CGX
- 2.1.3.29 OBJ.CGX
- 2.1.3.30 PAFU-BOO.CGX
- 2.1.3.31 PLAYER-boyon-2.CGX
- 2.1.3.32 PLAYER-SKY.CGX
- 2.1.3.33 pop-wood.CGX
- 2.1.4 KOOPA-FINAL
- 2.1 yoshi
Animations
Animations are stored in .OBJ files.
hino/yoshi
These .OBJ files are stored in other/NEWS.7z/テープリストア/NEWS_11/NEWS_11.tar/hino/yoshi.
Yoshi
CHR-stock/PLAYER-boyon.CGX
14 October 1993 15:09 |
CHR-stock/PLAYER-boyon-2.CGX
22 October 1993 10:42 |
CHR-stock/TAMAGO-DEMO.CGX
18 March 1994 15:38 |
Final |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Early versions of Yoshi and Baby Mario's sprites, and also a... wizard? It seems the original plot of the game was Yoshi attempting to save a baby wizard, rather than Mario.
Early | Final |
---|---|
- The palette is different, notably having a few shades of blue that were replaced in the final game.
- There are several minor shading differences.
- There is shading on Yoshi's eyes.
- A few Yoshi expressions were removed.
CHR-stock/PLAYER-boyon-baby.OBJ
21 October 1993 18:42 |
---|
![]() ![]() ![]() ![]() ![]() |
Animations of Baby Mario, with a baby bonnet and... a mustache. Moving on.
yoshi-swiming-cogi-2-new-M.OBJ
17 June 1992 10:48 |
yoshi-swiming-2-new.OBJ
17 June 1992 20:01 |
---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() |
Several animations of Yoshi swimming underwater. Almost all of these animations don't exist in the final game, as Yoshi can swim forward on the surface of the water, but can only enter underwater briefly before floating back to the surface. The sprites of Yoshi's head facing up and down still exist in the final game's ROM, where they're unused in-game.
TAMAGO-DEMO.OBJ
14 March 1994 14:08 |
---|
![]() ![]() ![]() ![]() ![]() |
The wizard baby performing some sort of magic act on an egg, and getting encapsulated in a bubble. An animation of the wizard waving its wand is used in the ys_romX_0 prototype when Yoshi transforms, so it's likely these animations were a story explanation behind the inanimate objects you suddenly play as. The sprite of Yoshi lying motionless exists unused in the final game.
Opening
OPENING-5-BABY-DOSUN.OBJ
31 March 1994 14:04 |
OPENING-5-BABY-PYOKON.OBJ
01 April 1994 20:15 |
OPENING-6-YOSHI-DOSUN.OBJ
14 April 1994 20:06 |
OPENING-6-YOSHI-DOSUN-TEST.OBJ
01 April 1994 19:14 |
OPENING-6-YOSHI-WALKING.OBJ
31 March 1994 21:55 |
---|---|---|---|---|
CHR-stock/OPENING-OBJ-5-YOSHI.CGX
31 March 1994 22:00 |
CHR-stock/OPENING-OBJ-YOSHI.CGX
01 April 1994 18:50 |
---|---|
![]() |
![]() |
Various opening animations of the baby wizard. The wand falling on Yoshi's head occurs in some of the prototypes, despite the presence of Baby Mario.
Bandit
V-KUSA-o-cours-taitle.CGX
10 February 1994 16:49 |
---|
dorobo-kun.OBJ
05 January 1994 10:37 |
---|
![]() ![]() |
The earliest known iteration of the Bandit, that has the appearance of a Pikku from A Link to the Past.
V-CHIKA-O.CGX
02 May 1994 11:53 |
BAK-chr/58-5F.CGX
08 June 1994 09:20 |
Final |
---|---|---|
![]() |
![]() |
![]() |
DOROBOU-S.OBJ
04 November 1994 13:52 |
---|
![]() ![]() ![]() ![]() ![]() ![]() |
Different designs of the Bandit.
OBJ-VRAM/GURU-DORO.CGX
24 August 1994 21:09 |
---|
![]() |
GURU-DORO.OBX.BAK
20 August 1994 11:02 |
---|
A group of Bandits swinging in a long chain. The final game would use Grinders for this instead.
Roger the Potted Ghost
ice-obj.CGX
22 July 1993 20:50 |
Final |
---|---|
bg3-obake.OBJ
08 April 1993 14:28 |
---|
![]() ![]() |
Early versions of Roger with different graphics.
Grim Leecher
ice-obj.CGX
22 July 1993 20:50 |
---|
ghost.OBJ
06 April 1993 19:18 |
---|
![]() ![]() |
The Grim Leecher originally wielded a scythe like its namesake. The enemy itself's sprites are identical to the final game.
Rocky Wrench
telesa-gabon-wanwan-poo.CGX
19 January 1994 13:02 |
---|
poo.OBJ
18 January 1994 10:41 |
---|
poo-kemuri.OBJ
18 January 1994 11:16 |
---|
![]() ![]() |
poo-aruki.OBJ
18 January 1994 17:18 |
---|
![]() ![]() ![]() |
Rocky Wrench was planned to appear in Yoshi's Island, but was scrapped for unknown reasons. This version of the enemy would have used a car that bears a resemblance to the Flintmobile from The Flintstones. The wrench and feet sprites are still present in the final game's ROM.
Bone Yoshi
CHR-stock/GAM.CGX.BAK
01 May 1995 15:46 |
---|
![]() |
HONE-YOSHI.OBJ
01 October 1994 13:58 |
HONE-YOSHI-2.OBJ
01 October 1994 18:22 |
---|---|
![]() ![]() |
![]() ![]() ![]() |
A skeletal version of Yoshi, internally named Bone Yoshi. A Shy Guy would have ridden this enemy as a send-up of the baby that rides Yoshi. It's also able to jump, and has a collapsing animation.
Cookie
ice-obj.CGX
22 July 1993 20:50 |
---|
cookie.OBJ
03 February 1993 16:15 |
---|
A cookie resembling those seen in Yoshi's Cookie.
Balloon
ice-obj.CGX
22 July 1993 20:50 |
---|
![]() |
fusen_1.OBJ
08 February 1993 15:56 |
---|
What seems to be an early version of the balloon platforms.
Goal
CHR-stock/goal.CGX
12 January 1994 09:35 |
---|
![]() |
goal-sanple.SCR
12 January 1994 10:52 |
---|
![]() |
Sprites and a layout for a different goal, somewhat resembling the goal concept later seen in Donkey Kong Country 2: Diddy's Kong Quest. Its layout made it all the way to the final game, but everything about it was dummied out, and its graphics removed.
goal-test.OBJ
12 January 1994 09:35 |
---|
![]() ![]() ![]() ![]() |
An entirely different design for the goal. The pump was repurposed into an egg pump in the prototypes, and a balloon pump in the final game.
bable.OBJ
A test animation for the lava bubble.
hino/yoshi/CHR-stock
These .OBJ files are stored in other/NEWS.7z/テープリストア/NEWS_11/NEWS_11.tar/hino/yoshi/CHR-stock.
PLAYER-boyon.OBJ
A test animation of Yoshi.
GURA-GURA-IWA.OBJ
An animation of the falling platform seen in most sky levels.
nogami/yoshi
These .OBJ files are stored in other/NEWS.7z/テープリストア/NEWS_09/NEWS_09.tar/home/nogami/yoshi.
Baby Luigi
OBJ-VRAM/BABY-LUIGI.CGX
22 May 1995 7:43:58 |
---|
![]() |
Mario
OBJ-BOTU/MARIO.CGX
24 August 1994 21:24 |
---|
![]() |
MARIO.OBJ
15 July 1994 09:06 |
---|
![]() ![]() ![]() ![]() ![]() ![]() |
Mario, as an adult. This was an early idea that when Yoshi touched the invincibility star, Baby Mario would turn into his adult form. This evidence came from a 1995 Developer Interview with Shigeru Miyamoto.
Shy Guy
OBJ-VRAM/FISHING-HEIHO.CGX
07 March 1995 18:31 |
---|
![]() ![]() |
FISHING-HEIHO.OBJ
06 March 1995 14:24 |
---|
A fishing Shy Guy. The graphics are still present in the final game.
Snifit
OBJ-VRAM/MUCHO.CGX.BAK
24 August 1994 21:10 |
OBJ-VRAM/MUCHO.CGX
19 November 1994 19:20 |
Final |
---|---|---|
MUCHO.OBJ
13 September 1994 16:49 |
MUCHO.OBX
19 November 1994 19:20 |
Final |
---|---|---|
Early Snifits with a shorter stature. One of the animations shows a Snifit breathing fire, something that doesn't happen in the final game. Fire-breathing Snifits known as Scorchits would later appear in Yoshi's Island DS.
CHR-stock/NEW-POO.CGX
16 September 1994 11:58 |
---|
NEW-POO-TEST.OBJ
15 September 1994 14:02 |
---|
It was considered at one point to have a Snifit utilize Rocky Wrench's car, presumably after said enemy was scrapped.
Poochy
OBJ-VRAM/ATHLETIC.CGX
24 August 1994 21:03 |
Final |
---|---|
![]() |
POCHI.OBJ
30 July 1994 10:23 |
Final |
---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Early sprites of Poochy lacking a collar and having different shading.
Hookbill
kameboss.cgx.BAK
07 July 1994 22:01 |
kameboss-NEW.CGX.BAK
02 August 1994 19:35 |
---|---|
![]() ![]() |
![]() ![]() |
kameboss.OBX
12 July 1994 17:51 |
---|
![]() ![]() ![]() ![]() ![]() |
Hookbill the Koopa was originally not a Koopa, but rather a creature that resembles Birdo. The palette and shell graphics are used in some of the prototypes.
Boss Monkey
OBJ-VRAM/BOSS-SARU.CGX
06 December 1994 13:05 |
---|
![]() |
BOSS-SARU.OBJ
06 December 1994 21:10 |
---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Several animations of a monkey enemy called BOSS SARU (boss monkey) that resembles Donkey Kong. The graphics remain in the final game, unused.
Tamachan
TAMACHAN.CGX.BAK
08 August 1994 20:12 |
---|
![]() |
TAMACHAN.OBJ
08 August 1994 21:31 |
---|
![]() ![]() |
An unknown creature that somewhat resembles a dog. As its file name "Tamachan" (タマちゃん) suggests, it looks a bit like a seal.
Sprites/Objects
Sprites are stored in .CGX files. And there's a ton of them...
yoshi
The .CGX files are stored in other/NEWS.7z/テープリストア/NEWS_11/NEWS_11.tar/hino/yoshi and other/NEWS.7z/テープリストア/NEWS_09/NEWS_09.tar/home/nogami/yoshi.
To do:
|
BAK-chr and BAK-col
Backup of many graphics and colors, dated 1994-06-08. Still has the wizard baby, who is mostly replaced by December 1994.
Main Folder
Content stored in the main "yoshi" folder.
Melon Bug
V-CHIKA-O.CGX
02 May 1994 11:53 |
Final |
---|---|
![]() |
![]() |
The Melon Bug's early sprites are nearly identical to its appearance in the unreleased Super Donkey, save for a few minor shading differences. This design is seemingly the basis for the enemy's official artwork.
Kaboomba
V-CHIKA-O.CGX
02 May 1994 11:53 |
Final |
---|---|
![]() |
![]() |
The Kaboomba was initally concieved for Super Mario World, and its sprites here are closer in appearance to said earlier iteration, with the shoes being white instead of orange.
World Map
map-BG-small-new.CGX
04 June 1992 15:14 |
map-BG-small-mono.CGX
11 June 1992 10:55 |
map-BG-small-pop.CGX
02 July 1992 17:17 |
map-BG-small.CGX
17 July 1992 14:20 |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
Tilesets for a "small" overworld map, similar to Super Mario World's. They are very similar to the early overworld graphics found in Super Mario World's leaked source files.
map-BG-small-pop-bara.CGX
02 July 1992 13:26 |
map-BG-small-pop-sanple.CGX
02 July 1992 17:17 |
---|---|
![]() |
![]() |
Assembled versions of the tileset seen in map-BG-small-pop, with and without reused tiles. The island design was used in the final game for the title screen.
map-BG-big-pop.CGX
02 July 1992 17:01 |
map-zone-0.CGX
29 July 1992 15:03 |
map-BG-big.CGX
06 August 1992 10:37 |
---|---|---|
![]() |
![]() |
![]() |
Tilesets for a "big" overworld. There seemingly would have been a "big" and "small" overworld.
map-OBJ-teki.CGX
16 July 1992 13:25 |
map-OBJ-BAK.CGX
28 July 1992 14:15 |
map-OBJ.CGX
03 August 1992 10:40 |
---|---|---|
![]() |
![]() |
![]() |
Objects for the overworld map(s). Multiple sizes of Yoshi's sprites are present, possibly meant to be used depending on the size of the map. The medium sized Yoshi sprites are used in the final game during the castle destruction scenes.
map-obj-sanple.OBJ
13 July 1992 16:09 |
---|
map-obj-sanple-2.OBJ
13 July 1992 16:09 |
---|
Early level or world names meant to be seen on one of the world maps. "Dragon" and "Mountains" are mispelled as "Dolagon" and "Mowntains".
map-OBJ.OBJ
27 May 1992 18:23 |
map-OBJ-1.OBJ
27 May 1992 18:23 |
---|---|
![]() ![]() ![]() |
![]() ![]() |
map-OBJ-bero-0.OBJ
27 May 1992 20:12 |
map-OBJ-bero-1.OBJ
27 May 1992 20:08 |
---|---|
![]() ![]() ![]() |
![]() ![]() |
map-OBJ-egg.OBJ
16 June 1992 14:46 |
---|
Multiple animations of Yoshi traversing the overworld, including some animations of Yoshi eating something, and an egg.
map-lens.OBJ
17 July 1992 18:06 |
---|
A magnifying glass, possibly used when switching between the small map and big map.
MAP-kaiten-parts.cgx
A top view of the title screen objects. The "中" on one mountain means "medium", and the "小" on the mountain means "small". These were used by the editor for the main overworld Mode 7 map.
color-kumo-OBJ.CGX
A palette test animation for the water and clouds.
map-kaiten-test.CGX
A test graphic for the mountains seen on the world map.
kaiten-parts-new.CGX
Early versions of the title screen objects.
ROGO.CGX
This file and the next one contain early ideas for the game's title. This one, for instance, uses the same type of lettering as the Japanese Super Mario World logo and likely predates both the "Super Mario Bros. 5" prefix seen in the available prototypes and the "Super Mario World 2" prefix the final game uses.
ROGO-2.CGX
"Monster Park"? This could either be evidence of an early draft of the game that wasn't themed around Yoshi, or a leftover of some other unknown project. It doesn't seem to fit with anything.
A "Super Yossy" logo ("Yossy" being an alternate romanization of Yoshi's name).
Two different kinds of "Yossy's Island" logos.
A 1993 copyright.
MOJI.CGX
A placeholder font from The Legend of Zelda: A Link to the Past.
V-YUKI-O.CGX
An unused flame enemy that somewhat resembles the flame enemies used in the final boss battle of Super Mario World.
Probably an early version of the rising Balloon platform.
A computer found in the sprite sheet that resembles the classic Macintosh.
What looks to be a more detailed heart from the Super Mario All-Stars version of Super Mario Bros. 2. Could be related to the duplicate sprites of Shy Guy and Tweeter in All-Stars.
Another sprite of the aforementioned mustachioed Baby Mario.
A yellow apple (or berry from Super Mario World), unknown purpose.
Silverware... What is silverware doing in the graphics files? ...Likely a test graphics by the artists.
The balloons mentioned above, but without the eyes.
A weird-looking Galoomba from Super Mario World.
An early version of the Bullet Bill cannon with higher detail.
A ? Block that looks nothing like the one found unused in the final game.
An early version of the Burt enemy.
A scrapped enemy that shoots spikes out of its mouth. Similar behavior to the Snifit enemy, so probably why it was scrapped.
V-MAP-ICON.CGX
This tileset contains early icons for levels or options.
An icon representing Yoshi's head, likely used for the save file icon.
An icon representing a single hill, with a gray sky.
An icon representing a forest.
An icon representing a castle.
An icon representing a destroyed castle.
An icon representing a Yoshi egg. However, the shading seems to be off, meaning the palette used for these icons was changed at one point.
An icon representing a hatched Yoshi egg with the same off-shading.
An icon representing an orange.
An icon representing a shooting Starman.
An icon representing a baby Yoshi.
An icon representing three bags of stuff.
An icon representing a creature that resembles the Slime from the Dragon Quest series.
An icon representing question marks, likely for a locked level or minigame.
An icon representing a Warp Pipe.
An icon representing Yoshi pointing and saying "GO!".
Icons representing level icon numbers, similar to Super Mario Bros. 3.
MAP-M1-HOLDER.CGX
Icons representing more level icon numbers but with 3 more. However, they look incomplete and rough.
V-KUSA-O-cours-taitle.CGX
An unused variation of the Egg pump (the prototype) or the large balloon platform pump (final).
Early variations of the platform.
An early version of the Spiked Fun Guy.
The early rat-like Bandit from before.
CHR-stock
TAMAGO-DEMO.CGX
A sprite sheet dated 1994-03-18 15:38:59 JST ("Tamago" is Japanese for "egg"), featuring a different baby. The wizard baby was seemingly the original idea for the child Yoshi would carry throughout the journey prior to being replaced by Mario.
OPENING-B1-0.CGX
The paper reads "chizu", meaning "map". Likely a placeholder for one of the shots of the pre-title screen cinematic.
OPENING-OBJ-5-YOSHI.CGX
A CGI version of the wizard baby and its wand, intended for the pre-title screen cinematic.
OPENING-OBJ-6-7-8.CGX
Early versions of the Toadies in the CGI intro. They were also found in the ys_romX_0 prototype.
BABBLE-test.CGX
This sprite sheet contains a black Bullet Bill and a Podoboo/Lava Bubble. "Babble" is probably a mistransliteration of "bubble".
BG-0.CGX
This sprite sheet contains backgrounds never seen in the final game, as well as Raphael the Raven's platform.
BG-1-BLOCK.CGX
A scratchpad of early falling rock platforms.
BIYOOON-OBAKE.CGX
Found in the sprite sheet of the Boo-Blah ("Biyoon-Obake" is its Japanese name) is a gnat creature that somewhat resembles Venonat from Pokémon is found in its VRAM sheet; more assets for the creature are in FIRE.CGX.
Here is what it would look like if it was assembled (from FIRE.CGX).
DOOR.CGX
An early version of Little Mouser, and an unknown helmeted enemy that vaguely resembles a Buster Beetle from Super Mario Bros. 3.
An early version of Hootie the Blue Fish that more closely resembles the standard Pirahna Plant. It also has placeholder numbers next to it to count its frames.
An unused flip door that resembles the final game's boss doors.
DOROBOU-sanple.CGX
An early version of Bandit without the angry expression on its face.
An unused ghost enemy, likely an early Spooky.
The unused enemy from the Little Mouser graphics above.
An unused enemy that resembles Kirby or a Waddle Dee.
Two variants of unused bird-like enemies.
FIRE.CGX
Unused fire frames, likely related to Flamer Guy.
GAM.CGX
Bone Yoshi again.
An assembled version made in Photoshop.
A more detailed version of the unused Bob-Omb in the final game, and a cloud-like creature.
GEROGERO.CGX
"Gero-Gero" literally translates to "Ribbit-Ribbit".
A lankier version of the frog in the final game.
An assembled version made in Photoshop.
goal.CGX
Based on this tileset, the Goal was going to be much different compared to the available prototypes and final game. Not to mention, it contains point and number graphics from Super Mario World!
GRADASION-SANPLE.CGX
Looks to be a gradient test by the artists.
HANA-BG-TEST.CGX
Unused grass and flowers tileset.
HANA-BG-TEST-2.CGX
An early version of the flower garden tileset found in the first level of the final game. Seems unfinished, as one of the parts is crudely drawn.
ITEM.CGX
A slightly early version of the graphics close to the final build.
iwa-mori.CGX
Tilesets of forest scenery with cobblestone floor tiles.
killer.CGX
"Killer" is Bullet Bill's Japanese name.
Early | Final |
---|---|
An early version of the Bullet Bill found in "babble-TEST.CGX".
A smaller version of the early Bullet Bill.
An animated cannon that goes with the early Bullet Bill.
A weird-looking bird balloon, unknown purpose.
A bolt of electricity used by an unknown enemy or obstacle.
Three frames of clouds, unknown purpose.
Four frames of a spinning cookie from Yoshi's Cookie.
An early version of the Clawdaddy enemy with bloodshot eyes.
Frames of the early Boo not present in the final game.
kinkin-kei.CGX
An extended tileset of the unused tree seen in the final game. "kinkin-kei-1.CGX" is the same tileset, but includes the jungle mountains found in the final game.
kusa-2-FILE.CGX
An early version of the coin with no animation.
An early version of the grass tileset with thinner outlines.
kusa-real.CGX
An unused tileset that has the same style as the one in "kusa-2-FILE.CGX".
KYUCHAN-BOSS.CGX
An early, primitive-looking version of Raphael the Raven.
mizu.CGX
An unused pond tileset with logs sticking out of the water.
An unused fish found in the tileset.
moving-CHR.CGX
Mario and Luigi's heads from Super Mario All-Stars in different sizes, plus Yoshi's head. The color palette is located in other/other/NEWS/テープリストア/NEWS_11/NEWS_11/hino/yoshi/BAK-color/moving.COL.
new-bg.CGX
Another early version of the grass tileset with thin outlines and an unfinished graphic at the top.
NEW-POO.CGX
An early version of the locked door. The final version is white with blue dots.
Early | Final |
---|---|
![]() |
A less detailed version of the Cactus Jack enemy.
Early | Final |
---|---|
![]() |
![]() |
An early version of the Snifit.
An unused variant of Lakitu in an airplane, which resembles the Roketons from Super Mario Land.
An unused variant of a Cheep Cheep, larger in size.
OBJ.CGX
A simple ? Block spinning diagonally. Something like this was later used in New Super Mario Bros. U.
Unused ground graphics similar to those in Super Donkey, and a spike block.
Different-sized crates that say "DANGER" on them.
Early | Final |
---|---|
![]() |
![]() |
Freakish-looking early hint boxes with female lips and small beady eyes. Some of their frames had an invalid palette; what you're seeing is restored versions of them.
Earliest | Early | Final |
---|---|---|
![]() |
![]() |
Early versions of Hootie the Blue Fish: one with pincers, the other with normal Piranha Plant teeth.
Early versions of the Egg Plant. The final version has eyes and a green stem. However, no horizontal Egg Plant appears in any of the builds.
PAFU-BOO.CGX
Doors had different colors at one point in development, though what the colors may have denoted (if anything) is unknown.
A cut enemy which may have later been reworked into the Harry Hedgehog. Has an animation which has some interesting resemblance to Sonic the Hedgehog's spin-dash move.
An early variant of either the Goal Ring star (prototypes) or the invincibility star (final).
PLAYER-boyon-2.CGX
Another early version of Baby Mario.
PLAYER-SKY.CGX
An unused timer. It was likely an early version of the timer that appears when the baby falls off Yoshi's back, or it could be a transformation timer.
An early hit animation for Tap-Tap.
An unused hit animation for the Bandit.
An unused fish enemy. Since it was segmented into three separate parts in the sprite sheet, it was reassembled in Photoshop.
Several frames of adult Mario.
Frames of the unused bomb transformation exploding.
pop-wood.CGX
A crudely drawn tree that looks like it's been drawn in MS Paint with a plant next to it.
KOOPA-FINAL
Contains an early version of the final boss, including some .bak files.
KOOPA.CGX
A rather creepy-looking version of the gigantic Baby Bowser. However, no high-resolution animations exist for the sprite sheet.