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:
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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 General Progression
- 2.1.1 Banks 28-29 (SuperFX bitmaps 1)
- 2.1.2 Banks 2A-2B (SuperFX bitmaps 2)
- 2.1.3 Banks 2C-2D (SuperFX bitmaps 3)
- 2.1.4 Banks 2E-2F (SuperFX bitmaps 4)
- 2.1.5 Banks 40-41 (Standard sprites 1)
- 2.1.6 Banks 42-43 (Standard sprites 2)
- 2.1.7 Banks 44-45 (Standard sprites 3)
- 2.1.8 Banks 46-47 (Standard sprites 4)
- 2.1.9 Banks 48-49 (Standard sprites 5)
- 2.1.10 Banks 4A-4B (Standard sprites 6)
- 2.1.11 Banks 4C-4D (Standard Sprites 7)
- 2.1.12 Banks 4E-4F (Standard Sprites 8)
- 2.2 yoshi
- 2.2.1 BAK-chr and BAK-col
- 2.2.2 Main Folder
- 2.2.2.1 Melon Bug
- 2.2.2.2 World Map
- 2.2.2.3 MAP-kaiten-parts.cgx
- 2.2.2.4 color-kumo-OBJ.CGX
- 2.2.2.5 map-kaiten-test.CGX
- 2.2.2.6 kaiten-parts-new.CGX
- 2.2.2.7 ROGO.CGX
- 2.2.2.8 ROGO-2.CGX
- 2.2.2.9 MOJI.CGX
- 2.2.2.10 V-YUKI-O.CGX
- 2.2.2.11 V-MAP-ICON.CGX
- 2.2.2.12 MAP-M1-HOLDER.CGX
- 2.2.2.13 V-KUSA-O-cours-taitle.CGX
- 2.2.3 OBJ-VRAM
- 2.2.4 CHR-stock
- 2.2.4.1 saru-kikki.CGX
- 2.2.4.2 TAMAGO-DEMO.CGX
- 2.2.4.3 OPENING-B1-0.CGX
- 2.2.4.4 OPENING-OBJ-5-YOSHI.CGX
- 2.2.4.5 OPENING-OBJ-6-7-8.CGX
- 2.2.4.6 BABBLE-test.CGX
- 2.2.4.7 BG-0.CGX
- 2.2.4.8 BG-1-BLOCK.CGX
- 2.2.4.9 BIYOOON-OBAKE.CGX
- 2.2.4.10 DOOR.CGX
- 2.2.4.11 DOROBOU-sanple.CGX
- 2.2.4.12 FIRE.CGX
- 2.2.4.13 GAM.CGX
- 2.2.4.14 GEROGERO.CGX
- 2.2.4.15 BALOON-TELESA.CGX
- 2.2.4.16 goal.CGX
- 2.2.4.17 GRADASION-SANPLE.CGX
- 2.2.4.18 HANA-BG-TEST.CGX
- 2.2.4.19 HANA-BG-TEST-2.CGX
- 2.2.4.20 ITEM.CGX
- 2.2.4.21 iwa-mori.CGX
- 2.2.4.22 killer.CGX
- 2.2.4.23 B3-teki-kaiju.CGX
- 2.2.4.24 kinkin-kei.CGX
- 2.2.4.25 kusa-2-FILE.CGX
- 2.2.4.26 kusa-real.CGX
- 2.2.4.27 KYUCHAN-BOSS.CGX
- 2.2.4.28 mizu.CGX
- 2.2.4.29 moving-CHR.CGX
- 2.2.4.30 new-bg.CGX
- 2.2.4.31 NEW-POO.CGX
- 2.2.4.32 OBJ.CGX
- 2.2.4.33 PAFU-BOO.CGX
- 2.2.4.34 PLAYER-boyon-2.CGX
- 2.2.4.35 PLAYER-SKY.CGX
- 2.2.4.36 pop-wood.CGX
- 2.2.5 KOOPA-FINAL
- 2.1 General Progression
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. The first iteration lacks graphics for a baby at all, instead using the space for transformation graphics which wound up unused in the final game.
Early | Final |
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- The palette is different, notably having a few shades of blue that were replaced in the final game.
- There are several minor shading differences.
- The extra shades of blue are used for extra shading on Yoshi's eyes.
- A few Yoshi expressions were removed.
Early Baby Mario graphics can be found in the toru folder of the parent directory, dated 31 August 1994 04:08.
Despite primarily featuring Baby Mario, they are in a notably different style, still making use of the earlier palette. Similar graphics can still be found in the Japanese release of the final game.
CHR-stock/PLAYER-boyon-baby.OBJ
21 October 1993 18:42 |
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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 |
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|
Several animations of Yoshi swimming underwater, using boots to indicate frame count. Nearly all of these were removed 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, but they are never used.
TAMAGO-DEMO.OBJ
14 March 1994 14:08 |
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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 |
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CHR-stock/OPENING-OBJ-5-YOSHI.CGX
31 March 1994 22:00 |
CHR-stock/OPENING-OBJ-YOSHI.CGX
01 April 1994 18:50 |
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Various opening animations of the baby magician. 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 |
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dorobo-kun.OBJ
05 January 1994 10:37 |
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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 |
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DOROBOU-S.OBJ
04 November 1994 13:52 |
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Different designs of the Bandit.
OBJ-VRAM/GURU-DORO.CGX
24 August 1994 21:09 |
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GURU-DORO.OBX.BAK
20 August 1994 11:02 |
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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 |
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Early versions of Roger with different graphics. The final renders his body using the SuperFX chip, rather than with sprite graphics.
Grim Leecher
ice-obj.CGX
22 July 1993 20:50 |
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ghost.OBJ
06 April 1993 19:18 |
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The Grim Leecher originally wielded a scythe like its namesake. The enemy sprites itself are identical to the final game.
Rocky Wrench
telesa-gabon-wanwan-poo.CGX
19 January 1994 13:02 |
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poo.OBJ
18 January 1994 10:41 |
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poo-kemuri.OBJ
18 January 1994 11:16 |
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poo-aruki.OBJ
18 January 1994 17:18 |
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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 |
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HONE-YOSHI.OBJ
01 October 1994 13:58 |
HONE-YOSHI-2.OBJ
01 October 1994 18:22 |
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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 |
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cookie.OBJ
03 February 1993 16:15 |
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A cookie resembling those seen in Yoshi's Cookie.
Balloon
ice-obj.CGX
22 July 1993 20:50 |
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fusen_1.OBJ
08 February 1993 15:56 |
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What seems to be an early version of the balloon platforms, which lack mouths. In the final game, balloons are stored as SuperFX bitmaps, rather than standard sprite graphics.
Goal
CHR-stock/goal.CGX
12 January 1994 09:35 |
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goal-sanple.SCR
12 January 1994 10:52 |
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Sprites and a layout for a different goal. Its layout made it all the way to the final game, but everything about it was overwritten by code for the final Goal Ring, and its graphics by the Yoshi House graphics.
goal-test.OBJ
12 January 1994 09:35 |
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This object file showcases how the early goal worked. 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.
ABIS
CHR-stock/ABIS-EYE-ROM.CGX
26 April 1994 07:59 |
ABIS.OBJ
27 April 1994 01:56 |
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A ghost enemy that was scrapped in the final game. It also has some turning sprites, but these are not assigned to any sequences in the object file.
A mockup of what the turning sprites may have looked like:
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.
Mario
OBJ-BOTU/MARIO.CGX
24 August 1994 21:24 |
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MARIO.OBJ
15 July 1994 09:06 |
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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 |
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FISHING-HEIHO.OBJ
06 March 1995 14:24 |
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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 |
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NEW-POO-TEST.OBJ
15 September 1994 14:02 |
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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 |
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kameboss.OBX
12 July 1994 17:51 |
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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 |
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BOSS-SARU.OBJ
06 December 1994 21:10 |
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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 |
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TAMACHAN.OBJ
08 August 1994 21:31 |
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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.
Skeleton Jellyfish
HONEKURAGE.CGX.BAK
08 August 1994 06:10 |
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HONEKURAGE.OBJ.BAK
06 August 1994 07:35 |
HONEKURAGE.OBJ
07 August 1994 23:39 |
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An unused UFO-shaped enemy that would have walked on three legs. The file name "Honekurage" suggests it is a skeleton jellyfish, or perhaps, more playfully, a skelefish. Much like Dry Bones, it seems that stomping it would only temporarily stun it for a while.
Ngatotto
NGATOTTO.CGX
24 August 1994 07:11 |
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NGATOTTO.OBJ
08 August 1994 01:43 |
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An unused catfish enemy who would have tried to swallow Yoshi, not unlike Lunge Fish in the final.
hino/hati-toru/teki
These .OBJ files are stored in other/NEWS.7z/テープリストア/NEWS_11/NEWS_11.tar/hino/hati-toru/teki.
Frog Pirate/Prince Froggy
GEROGERO.CGX
10 February 1995 07:11 |
kawazu.obj |
---|---|
An earlier version of the Frog Pirate, and by extension, Prince Froggy. This version has some unusual proportions, and purple warts all over its body. In addition to the above animations, the object file also contains these unassigned frames.
Sprites/Objects
Sprites are stored in .CGX files. And there's a ton of them...
General Progression
Changes that can be observed in the used tile space (i.e. not scratchpad space).
Banks 28-29 (SuperFX bitmaps 1)
NEWS_11.tar/hino/yoshi/BAK-chr/28-2F.CGX
07 June 1994 19:20 |
NEWS_11.tar/hino/yoshi/28-2F-BAK.CGX
08 October 1994 06:53 |
NEWS_09.tar/home/nogami/yoshi/28-2F-BAK.CGX
13 March 1995 06:58 |
Final |
---|---|---|---|
File:YIFinal 28-29.png |
- Yoshi's eyes have extra shading.
- There is a roulette with various items on it. Possibly an early Bonus Challenge.
- Later replaced with a stopwatch, an unused slime variant, a smaller Snifit with unusual shading, an earlier version of the orbs making up the Goal Ring (incidentally resembling the GCN-era Mario Party capsules/orbs), Lantern Ghost, and Barney Bubble. Only the latter two stuck around.
- An earlier version of the sprite used after defeating Prince Froggy. The perspective on Baby Mario's nose was fixed up.
- Later replaced with a stopwatch, an unused slime variant, a smaller Snifit with unusual shading, an earlier version of the orbs making up the Goal Ring (incidentally resembling the GCN-era Mario Party capsules/orbs), Lantern Ghost, and Barney Bubble. Only the latter two stuck around.
- An early Bandit sprite, with a much different face.
- Later updated with a design closer to the final one, but still a bit different. Final replaced it with Spike.
Banks 2A-2B (SuperFX bitmaps 2)
NEWS_11.tar/hino/yoshi/BAK-chr/28-2F.CGX
07 June 1994 19:20 |
NEWS_11.tar/hino/yoshi/28-2F-BAK.CGX
08 October 1994 06:53 |
NEWS_09.tar/home/nogami/yoshi/28-2F-BAK.CGX
13 March 1995 06:58 |
Final |
---|---|---|---|
File:YIFinal 2A-2B.png |
- A Lakitu in an airplane, which resembles the Roketons from Super Mario Land.
- Partially overwritten by Muddy Buddy, Flowers, Tap-Tap's hit sprite, and later, Boo Guy.
- Yoshi skiing. Similar sprites exist in the final game.
- An unused flame enemy that somewhat resembles the flame enemies used in the final boss battle of Super Mario World.
- Early sprites used when Yoshi touches a transformation bubble, or gets crushed. Actually contains the baby magician in the sprite, instead of being its own object.
- Extra shading on Yoshi's eyes, and some other minor shading differences.
- All of the Yoshi sprites received improved shading. The baby magician is still here, though now look much less palid.
Banks 2C-2D (SuperFX bitmaps 3)
NEWS_11.tar/hino/yoshi/BAK-chr/28-2F.CGX
07 June 1994 19:20 |
NEWS_11.tar/hino/yoshi/28-2F-BAK.CGX
08 October 1994 06:53 |
NEWS_09.tar/home/nogami/yoshi/28-2F-BAK.CGX
13 March 1995 06:58 |
Final |
---|---|---|---|
File:YIFinal 2C-2D.png |
- Thinner highlights on the skiis.
- More of Yoshi skiing without Baby Mario.
- Shading was updated.
- The unusual palette on the unused Boo sprites in the final game is explained by the earlier palette, which gives them a much more appropriate palette.
- An unknown man with an umbrella.
- Replaced with a running sprite of adult Mario, which in turn was replaced with Powerful Mario.
- Flatter shading on the snowball.
- The snowball initially was not updated to accommodate the new Baby Mario palette, resulting in an orange snowball. Fixed when it was redrawn in the final.
- An early black Bullet Bill. While both the homing and bouncing variants do use sprite rotation, their graphics are located in a different bank in the final.
- Replaced by an Arrow Lift.
- An unknown fish enemy, made up of three parts.
- Replaced by Powerful Mario falling, making a victory pose (wound up unused in the final game), and an ! Switch.
- A plain door, which looks identical to the doors used for Bandit houses in the prototypes.
- An early Cheep Cheep/Flopsy Fish. Again, while some variants of Cheep Cheeps do use sprite rotation in the final, their graphics are located in a different bank.
- Replaced by Bowling Goonie and Navel Piranha's head.
Banks 2E-2F (SuperFX bitmaps 4)
NEWS_11.tar/hino/yoshi/BAK-chr/28-2F.CGX
07 June 1994 19:20 |
NEWS_11.tar/hino/yoshi/28-2F-BAK.CGX
08 October 1994 06:53 |
NEWS_09.tar/home/nogami/yoshi/28-2F-BAK.CGX
13 March 1995 06:58 |
Final |
---|---|---|---|
File:YIFinal 2E-2F.png |
- A version of Hootie the Blue Fish with a coloration more akin to Piranha Plants.
- Smaller versions of the Mario and Luigi heads seen in the bonus rooms of Super Mario Bros. and The Lost Levels in Super Mario All-Stars. They display correctly with hino/yoshi/BAK-color/moving.COL.
- A Yoshi head.
- Sprites for the helicopter transformation.
- A rubber block. Possibly related, but different, to the spongy blocks found in the final's 5-4.
- All of these would be replaced with sprites for the scrapped adult Mario transformation, which were naturally overwritten with Powerful Mario.
Banks 40-41 (Standard sprites 1)
NEWS_11.tar/hino/yoshi/CHR-stock/killer.CGX
14 December 1993 03:21 |
NEWS_11.tar/hino/yoshi/BAK-chr/V-KABE-O.CGX
07 June 1994 19:20 |
NEWS_11.tar/hino/yoshi/V-NAMI-O.CGX
19 January 1994 01:07 |
NEWS_11.tar/hino/yoshi/BAK-chr/40-47.CGX
07 June 1994 19:20 |
NEWS_11.tar/hino/toru/40-47.CGX
03 October 1994 19:23 |
Final |
---|---|---|---|---|---|
File:YIFinal 40-41.png |
Saw significant changes in its content over the development.
- The first iteration contains graphics for black Bullet Bills, their associated blasters, Boos, Big Boos, a crumbling block, and (presumably) lava particles. Bullet Bills don't appear in black in the final, and though the standard variants are standard sprites in the final, they don't open their mouths, as seen here. Also seen are some smaller variants which were never used. The Boo graphics look to be the same ones seen in banks 2C-2D. The second iteration is mostly the same, with the removal of the firing Bill Blaster.
- The third clears out even more space, but does add some early Wild Piranha stems. They're blue in color, as in the prototypes.
- The last two iterations only contained bank 41, and iteration 4 shows exactly why: it's very bare at this point in time. The black Bill Blasters return, as do the Wild Piranha stems. This iteration is the first to add both Harry Hedgehog and Melon Bug. An early Shy Guy is also present.
- The fifth iteration much more closely resembles the final layout, but contains a few things which were overwritten in the final. Namely, in addition to the Hookbill BG tiles, there are also graphics for what looks like magic which resembles Kamek's, an early Snifit, and a cage.
Banks 42-43 (Standard sprites 2)
NEWS_11.tar/hino/yoshi/V-KUSA-O-cours-taitle.CGX
10 February 1994 02:49 |
NEWS_11.tar/hino/yoshi/BAK-chr/40-47.CGX
07 June 1994 19:20 |
NEWS_11.tar/hino/yoshi/CHR-stock/PAFU-BOO.CGX.BAK
01 June 1994 06:18 |
NEWS_11.tar/hino/toru/40-47.CGX
03 October 1994 19:23 |
Final |
---|---|---|---|---|
File:YIFinal 42-43.png |
- Potted Spiked Fun Guy originally lacked the titular pot, and had a slightly different design. It was later moved to another sprite bank, and replaced with Stretch, who would later be moved to make room for Wild Piranha stems and Tap-Tap.
- Little Mouser had thicker tails and less clearly defined nests.
- A bird-like enemy.
- An unused enemy that resembles Kirby or a Waddle Dee. These would be replaced by Milde in the final.
- An unknown helmeted enemy that vaguely resembles a Buster Beetle from Super Mario Bros. 3. Possibly an early Grunt? Replaced by Stretch in the final.
- Additional spites for the top Needlenose comprising a Heading Pokey. These would be replaced by Nipper Plants in the final.
- Snifit, countdown block numbers, and finalized Bullet Bills once resided here. They were moved to another graphics bank when Boo Blah was added.
Banks 44-45 (Standard sprites 3)
- The earliest iteration is mostly empty, but seemingly contains what seems to be an early version of the decorative sparrows.
- Goonies underwent a few mapping changes to make room for other sprites to be added, but did not change much visually.
- The black Bill Blasters are also seen here. They were recolored in the final game.
- The unused Huffin' Puffin sprites in the final game once resided here. They would be moved to banks 42-43, and the space would be used for Big Yoshi Eggs.
- Said Big Yoshi Eggs were moved to make room for Bullet Bills.
- Boos, with their final designs, once resided here. They were moved to a completely different sprite bank in the final, and the space was used for countdown block numbers.
Banks 46-47 (Standard sprites 4)
NEWS_11.tar/hino/yoshi/BAK-chr/40-47.CGX
07 June 1994 19:20 |
NEWS_09.tar/home/nogami/yoshi/SABOTEN.CGX.BAK
25 July 1994 20:43 |
NEWS_09.tar/home/nogami/yoshi/NGATOTTO.CGX.BAK
28 July 1994 00:18 |
NEWS_09.tar/home/nogami/yoshi/OBJ-BOTU/BATSAN.CGX
24 August 1994 07:16 |
ys_romX_0 Prototype | Final |
---|---|---|---|---|---|
File:YsromX sprites 46-47.png |
- Stilt Guys once had brighter highlight colors. This also applies to Spear Guys, and Stretch, who would be moved to banks 42-43 in the final.
- In addition to the changes to Spear Guy which could be seen between the prototypes and the final, they also originally had shoes. This was changed so the shoes could be animated independently of their body.
- A spiked ball, possibly originally what Blowhards would spit out, rather than yellow Needlenoses. Additionally, there is an earlier version of its stunned sprite.
- An early version of Slugger with beadier eyes and a plain bat. Originally lacked graphics for Green Glove.
- Early Green Glove mitts, which are larger than the one they use in the final.
- The unused fish enemy once resided here.
Banks 48-49 (Standard sprites 5)
NEWS_11.tar/hino/yoshi/BAK-chr/48-4F.CGX
07 June 1994 19:20 |
NEWS_09.tar/home/nogami/yoshi/TEWATASI.CGX.BAK
05 August 1994 00:08 |
NEWS_09.tar/home/nogami/yoshi/HONEKURAGE.CGX.BAK
08 August 1994 06:10 |
NEWS_09.tar/home/nogami/yoshi/PUDDING.CGX.BAK
10 August 1994 01:17 |
NEWS_11.tar/hino/toru/48-4F.CGX
26 September 1994 19:48 |
ys_romX_0 Prototype | Final |
---|---|---|---|---|---|---|
File:YsromX sprites 48-49.png | File:YIFinal 48-49.png |
- The earliest iteration is mostly empty, but it contains a scrapped octopus enemy that would have been defeated with the submarine transformation. Would be replaced by the more interesting Loch Nestor.
- Some of the castle hazard operator sprites were shuffled around. As in the prototype, they are Shy Guys instead of Boo Guys. Compared to the sprites used there, however, these have more shading, which is especially notable in the darkened sprites. Relay Heihō are also mirrored.
- The first iteration to rectify these also has a bit of an anomaly of its own. All of the sprites were given yellow shoes for some reason.
- Poochy, as noted in the animations section, has an earlier set of sprites, lacking a collar.
- Smaller Snifits, with a slightly different palette to the one used in the final. Their shading would be simplified prior to being simplified.
- The revamped Snifits saw some tweaking as well, with several sprites being mirrored, and their bullets being redrawn. The former change might explain why some of the sprites are incorrectly flipped in the ys_romX_0 prototype: their tile mappings hadn't been updated yet! nogami/yoshi/MATOKUN.CGX.BAK contains an intermediary version with the early mappings, but the final bullet graphics.
Banks 4A-4B (Standard sprites 6)
NEWS_11.tar/hino/yoshi/ice-obj.CGX
22 July 1993 06:50 |
NEWS_11.tar/hino/yoshi/V-NAMI-O.CGX
19 January 1994 01:07 |
NEWS_11.tar/hino/yoshi/BAK-chr/48-4F.CGX
07 June 1994 19:20 |
NEWS_11.tar/hino/hati-toru/48-4f.cgx | NEWS_11.tar/hino/toru/48-4F.CGX
26 September 1994 19:48 |
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NEWS_09.tar/home/nogami/yoshi/OBJ-VRAM/NOKONKO.CGX.BAK
30 September 1994 04:09 |
NEWS_09.tar/home/nogami/yoshi/OBJ-VRAM/DOKAN-ZAKO.CGX.BAK
03 October 1994 02:01 |
ys_rom_0_D Prototype | NEWS_11.tar/hino/yoshi/48-4F-T.CGX
28 February 1995 23:58 |
Final |
File:YsromD sprites 4A-4B.png |
- An Early version of both Roger and his pot, with both being less detailed than the final. The graphics for Roger's face were used in the ys_rom_0_D prototype, but not this less detailed pot.
- Scythes originally wielded by Grim Leechers. Due to being in the same bank as Roger, and the absence of their final Shy Guy helpers in the earliest iteration, it's possible that Grim Leechers were initially going to be Roger's helpers.
- Slime particles with different shading compared to the final.
- An unused ghost enemy, likely an early Spooky.
- Later redesigned to look a bit less generic.
- The wooden rafts once resided here, before becoming SuperFX sprites in the final. The skinny sinking log platforms also once had unique bottom graphics, rather than just being mirrored as in the final.
- Early Piro Dangle body graphics.
- Face on Lakitu's cloud is thinner. Lakitu's original throwing sprite seems to have been repurposed for Aqua Lakitu in the final. Spiny Eggs are less detailed.
- An earlier version of Lemon Drop, with much smaller eyes. The sprites for them dropping from the ceiling would be added later. The slime particles were made larger in the final.
- Koopa Troopas went through a number of changes. The first iteration is drawn from a slightly different perspective, and have turning sprites. Their shoes are also colored differently. As in the prototypes, Beach Koopas more closely resemble their appearance in Super Mario World, with plain color boxers. The shells have notably different shading than the final.
- The second iteration more closely resembles the version used in the prototypes, but still have a comparatively more shocked expression.
- Boos used to have a more intimidating expression.
Banks 4C-4D (Standard Sprites 7)
NEWS_11.tar/hino/yoshi/V-CHIKA-O.CGX
1 May 1994 01:53 |
NEWS_11.tar/hino/hati-toru/48-4f.cgx
31 August 1994 09:42 |
NEWS_11.tar/hino/yoshi/CHR-stock/FIRE-BAK.CGX
17 October 1994 21:09 |
NEWS_11.tar/hino/toru/48-4F.CGX
26 September 1994 19:48 |
ys_romX_0 Prototype | NEWS_09.tar/home/nogami/yoshi/48-4F.CGX.BAK
8 May 1995 05:44 |
Final |
---|---|---|---|---|---|---|
File:YsromX sprites 4C-4D.png | File:SMW2AssetLeak nogami 4C-4D backup.png |
- The Kaboomba was initially conceived for Super Mario World, and its sprites here are closer in appearance to said earlier iteration, with the shoes being white instead of orange. Also contains an early version of its cannonball, with more shading, and a unique explosion cloud, which would be removed in the final.
- Early Donut Lifts, in both small and large varieties, which once had supports on the ends of them.
- A debatably less rotund Fat Guy.
- Potted Spiked Fun Guys briefly resided here, before being moved back to banks 42-43, with their graphic space later being used for Aqua Lakitu.
- This is where Bandit's sprites would wind up in the final, though they remained global sprites until relatively late in development.
Banks 4E-4F (Standard Sprites 8)
NEWS_09.tar/home/nogami/yoshi/OBJ-VRAM/HANACHAN.CGX
3 September 1994 01:03 |
NEWS_11.tar/hino/hati-toru/teki/teki-o-b.cgx | NEWS_11.tar/hino/toru/48-4F.CGX
26 September 1994 19:48 |
Final |
---|---|---|---|
File:YIFinal 4E-4F.png |
- An early Lantern Ghost, looking much more like a Shy Guy.
- Early Fang with slightly different shading.
- Early Cheep Cheep/Flopsy Fish, which is mirrored compared to the final.
- Early Spray Fish, with a slightly less frilly dorsal fin.
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:
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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.
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 |
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map-obj-sanple-2.OBJ
13 July 1992 16:09 |
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Early level or world names meant to be seen on one of the world maps. "Dragon" and "Mountains" are misspelled as "Dolagon" and "Mowntains".
map-OBJ.OBJ
27 May 1992 18:23 |
map-OBJ-1.OBJ
27 May 1992 18:23 |
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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 |
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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. The thicker one was used in an undumped prototype dated November 18, 1994.
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.
OBJ-VRAM
BAMBOO.CGX
A scratchpad of the Dancing Spear Guy.
UNBABA.CGX
An early version of the Red Blargg.
Another early version of the Red Blargg.
W6-ZAKO.CGX
W6-ZAKO.CGX
11 July 1994 16:07 |
Final |
---|---|
An early version of Bigger Boo's face.
W6-ZAKO.CGX
11 July 1994 16:07 |
Final |
---|---|
An early version of Ukiki.
TORI-ZAKO.CGX.BAK
An enemy who looks like a Gusty.
A Tweeter.
A Shy Guy with wings.
A unused bird enemy. Likely an early Goonie.
Another more circular unused bird enemy. Likely an early fat Goonie.
HIMAWARI.CGX
HIMAWARI.CGX
17 October 1994 14:15 |
Final |
---|---|
An early version of the sunflower, with a criss-cross face instead of the smiley face used in the final.
DOKAN-ZAKO.CGX
A scratchpad of the chain chomp sign.
A scratchpad of the spring.
CHIKA-ZAKO.CGX.BAK
A scratchpad of the Lantern Ghost.
HANACHAN.CGX
An early version of the Lantern Ghost.
A seal.
Two shy guys with different faces.
KAITEN-LIFT.CGX
An alternate version of the arrow platform.
POCHI-NEW.CGX
Poochy with a different palette.
CHR-stock
saru-kikki.CGX
Various graphics from Super Donkey are found in this file.
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".
An alternative version of the frog in the final game.
BALOON-TELESA.CGX
A more detailed version of the Jean de Fillet.
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.
B3-teki-kaiju.CGX
This..... thing.
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.