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Proto:Super Mario World 2: Yoshi's Island/ys main db

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This is a sub-page of Proto:Super Mario World 2: Yoshi's Island.

Super Mario-Yoshi Island-title.png
Hmmm...
To do:
This prototype needs to be checked to see if there is anything else that is different from the final version.
  • There are code differences in this prototype, see what changes compared to the final version.
  • There are different layouts for certain levels, which need to be documented.

The ys main db prototype is practically finished at this point in development, however there are still some differences.

This build has no internal ROM header at all and requires a fix.

Gameplay Differences

  • Debug settings are enabled by default.
  • Running Yoshi's sprites glitch for a few seconds when unpaused.

Graphical Differences

Bonus

Proto Final
SMW2 - Bonus POW Icon (Proto).png Final POW.png

The POW Block icon in the bonus stage is blue! (akin to its appearance in Mario Bros. and more modern games) the exact reason for the change is unknown. Also, the P is different, the right end of the W is higher, and the shading is different.

Item Icons

Proto Final
Early POW small icon.png SMW2 - POW Small icon2 (Proto).png Final POW small icon.png SMW2 - POW Small icon2 (Final).png

The POW Block icon in the pause screen menu is also blue! Interestingly, there is an extra shadow that is not present in the final version, probably due to the palette change.

Save File

Proto Final
SMW2 - Icon World 3 (Proto).png SMW2YI JP 1.0 w3 File Preview.png

In the "World 3" icon, Yoshi is much more centered on the icon than the final version, and the back of his head is a little different.

World Map

Proto Final
SMW2 - Icon Bonus 4 (Proto).png SMW2 - Icon Bonus 4 (Final).png

The "Bonus 4" icon font is in a slightly different position than the final version.

Proto Final
SMW2 - Icon Bonus 6 (Proto).png SMW2 - Icon Bonus 6 (Final).png

The "Bonus 6" icon font is a bit more horizontal than the final version, and its shading is different.

Audio Difference

The instrument channels of the boss room music are set up differently. The echo of the violin playing the melody exists on the fifth channel, and the harmony part is on the eighth one. Consquently, the harmony is unheard in areas where this song is used in conjunction with the pipe tileset, where an ambient sewer sound continuously plays on the eighth channel. Two areas affected by this are Naval Piranha's boss room in 3-8, and (more noticeably) 4-Extra.

To remedy this, the harmony part and melody's echo swapped places, with the former playing on the fifth channel and the latter playing on the eighth one. This makes it less noticeable that something is missing when the sewer ambience is present.