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Proto:Super Mario World 2: Yoshi's Island/ys romX 0/Items

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This is a sub-page of Proto:Super Mario World 2: Yoshi's Island/ys romX 0.

In this build an item can be used by pausing the game, moving the flashing selector using Left or Right, then pressing either A, B, X or Y to use it and unpause the game. In the final version, only A can be pressed to use an item, and B can be used to exit the pause menu.

The player can hold up to 27 items at once, rather than 22 in the final game.

Empty Slot

Ys romX 0 Empty Item.png

Item ID: 0x00

Not actually an item, but transforms Baby Mario into Superstar Mario for a time. Can be used multiple times per level, and works even if the player has no items left.

Before After
Ys romX 0 Empty Item Before.png Ys romX 0 Empty Item After.png

+10 Clock

Ys romX 0 Clock Item +10.png

Item ID: 0x01

Adds one second (10 tenths of a second) to the timer.

Before After
Ys romX 0 Clock Item Before.png Ys romX 0 Clock Item +10 After.png

Making the time reach a value of more than 30 seconds doesn't give additional points at the end, but gives Yoshi more time to catch Baby Mario if he separates from him.

Ys romX 0 More Time.png

+50 Clock

Ys romX 0 Clock Item +50.png

Item ID: 0x02

Adds five seconds (50 tenths of a second) to the timer.

Before After
Ys romX 0 Clock Item Before.png Ys romX 0 Clock Item +50 After.png

P-Switch

Ys romX 0 P-Switch Item.png

Item ID: 0x03

Transforms the coin outlines into true coins and makes the ! Blocks solid in the whole level. Its effect lasts until the level is exited and, as a result, can be used only once per level.

Before After
Ys romX 0 P-Switch Item Coin Before.png Ys romX 0 P-Switch Item Coin After.png
Before After
Ys romX 0 P-Switch Item !-Block Before.png Ys romX 0 P-Switch Item !-Block After.png

Kamek's Magical Shapes in a Bubble

Ys romX 0 Kamek Magical Shapes Item.png

Item ID: 0x04

Nothing seems to happen when using this item. Hovever, RAM addresses 0x00D44 - 0x00D45 (or 0x00D4B - 0x00D4C in the later prototype) are used in a level to store a decrementing counter (typical for a bonus that expires after a while) that, when set to a non-zero value (e.g. by using the Game Genie code EED0-0F07 for the ys_romX_0 prototype and EED0-07D7 for the ys_rom_0_D one), makes Baby Mario transform into the baby wizard and start throwing these shapes to nearby enemies or objects:

Ys romX 0-MagicalShapes.png Ys romX 0-MagicalShapes-Flower.png

Only some types of enemies are affected as they transform into a melon (that occasionally can be thrown upwards) or an egg and ? Clouds interact with them as well. If an object is not affected, they'll remain floating around it.

Before After
Ys romX 0-MagicalShapes-Milde-Before.png Ys romX 0-MagicalShapes-Milde-After.png

Magnifying Glass

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Does it do anything?

Ys romX 0 Magnifying Glass Item.png

Item ID: 0x05

Unlike the other items, it cannot be found by default in the item inventory when playing from File 1, but it can be obtained in the first Bonus Challenge.