Super Mario World 2: Yoshi's Island
|Super Mario World 2: Yoshi's Island|
This game has unused areas.
This game has a development article
This game has a prototype article
This game has a prerelease article
What happens when you give a development team at Nintendo nearly the entire lifespan of the SNES to make a game, throw in every technical trick the SNES is capable of, and garnish it all in a unique hand-drawn art style? You get Super Mario World 2: Yoshi's Island, a prequel to the entire Mario series. This time, Yoshi is the star of the show, Mario is an annoying baby that won't shut up, and the development team was evidently into some very heavy drugs during the game's three-year development. Nevertheless, it's an excellent game and is widely considered one of the greatest titles on the SNES, but is surprisingly difficult. It later got a Game Boy Advance port as Yoshi's Island: Super Mario Advance 3, adding six new levels.
It is one of only three SNES games released in the console's lifespan to make use of the Super FX 2 chip, the others being Doom and Winter Gold. Star Fox 2, which also used the chip, didn't release until 2017.
- 1 Sub-Pages
- 2 Debug Settings
- 3 Unused Area
- 4 Level Design Leftovers
- 4.1 Watch Out Below!
- 4.2 Burt the Bashful's Fort
- 4.3 Salvo the Slime's Castle
- 4.4 The Cave of the Mystery Maze
- 4.5 Lakitu's Wall
- 4.6 Welcome To Monkey World!
- 4.7 Prince Froggy's Fort
- 4.8 GO! GO! MARIO!!
- 4.9 Don't Look Back!
- 4.10 Marching Milde's Fort
- 4.11 Hookbill the Koopa's Castle
- 4.12 The Impossible? Maze
- 4.13 Sluggy the Unshaven's Fort
- 4.14 Shifting Platforms Ahead
- 4.15 The Very Loooooong Cave
- 4.16 KEEP MOVING!!!!
- 4.17 Castles - Masterpiece Set
- 5 Unused Sprites
- 6 Unused Transformations
- 7 Unseen Mole Tank Behavior
- 8 Cut Mini-Battle Content
- 9 Unused Messages
- 10 Unused Objects and Object Graphics
- 11 Unused Palettes
- 12 Unused Island Sprites
- 13 World Map Hidden Tiles
- 14 Early Object Graphics
- 15 Error Message
| Unused Background Content|
Unimplemented background graphics and palettes.
| Unused Object Graphics|
A large group of object graphics unseen in normal play.
| Version Differences|
Some leftover debug code is available in the game, and can be reactivated using a few Pro Action Replay codes. (Note: these codes are for the v1.0 US ROM.)
With this code activated, press Start on Controller 2 to toggle freeze frame mode. While this mode is enabled, hold L on Controller 2 to advance one frame at a time, or R to do the same after a slight delay.
File 2 Level Clear
With this code activated, playing on File 2 will allow you to exit any level and mark it as cleared by pressing Start and then Select.
File 3 Full Clear
With this code activated, File 3 will be marked as fully cleared, with a full inventory and 99 coins. Additionally, holding L + R when selecting the file will start the game with 99 lives.
World Map Debug
With this code activated, on the world map, press L or R on Controller 2 to immediately view the game's ending.
Additionally, if you're playing File 3, you can press Select on Controller 2 to view the "world complete" animation for the current world, or press A to set all of your scores for the current world to 100 points and unlock the Extra stage. Note that doing either of these before you've actually finished the world legitimately can lead to glitched world map behavior.
With this code activated, during a level, press Up while holding L or R on Controller 1 to toggle free movement. This disables collision with foreground objects (but not sprites) and lets you move anywhere in a level. While in free movement mode, holding A while pressing any direction on the D-Pad will allow for faster movement.
Additionally, pressing X and A while holding L or R on Controller 1 while playing a fortress or castle will immediately warp you to that level's boss room.
The only surviving area from the prototypes that wasn't used in the final game proper. It uses the default level music and the castle background, not animated. After ys_romX_0, this room was repurposed as an ongoing testing room, and the developers added or took away warps and objects as needed. The room contains a variety of objects, some of which don't have associated graphics, and as a result they will appear completely garbled. The objects in this room are Piranha Plants, a yellow Mufti Guy, a Potted Spiked Fun Guy, a Flamer Guy, two crates, two Egg Flowers, and the balloon pump from World 4-7 (previously a more-utilized egg pump). The breakout blocks in the walled room and the spikes + pipes to the right have been removed.
There are several pipes, none of which have defined exits, and one door that leads to the proper entrance in Baby Bowser's room (Room ID: DD).
Level Design Leftovers
Watch Out Below!
There is a winged cloud placed above the Chomps in the middle of the level. Since there is no terrain near the sprite, the screen will never pan to it, and it is too far away to hit with an egg.
Burt the Bashful's Fort
In one area of World 1-4, right after the lava pit with the pink moving platforms, there is a wall ledge that does not appear because there is no wall object placed behind it. The platform itself is three blocks wide and hints that the surrounding area was different at one point in development.
Salvo the Slime's Castle
Two Super FX rotating platforms and a transparent tile (highlighted in tan) can be found one screen above the used rotating platforms.
The Cave of the Mystery Maze
A secret entrance arrow sprite can be found in the cave room, directly below the hidden cloud with the door. Seeing as how there are no switches in the room, it is never activated. If it were, it would lead to the same bonus room.
Additionally, some extra sprites can be found in the level's third area, the one-screen transition room before the stone block area (room BD). An unusual combination of two falling wall activation sprites, two Grinders, and a watermelon float out 2-3 screens to the right of the room.
In the car room of World 2-7, a helicopter bubble can be found lodged in the ceiling above the first part of the room. It is possible to reach its location, but this part of the room is cut off the top, and as such would never be seen anyway.
Welcome To Monkey World!
In the second room of World 3-1, several sprites can be found under the ground and in an empty screen. These include Grinders, a Piranha Plant, and a watermelon, which is placed next to one of the Grinders. Note that the Grinders carrying watermelons in the final game are separate sprites, so this placement is unusual.
Prince Froggy's Fort
The hidden room in World 3-4 has evidence of an earlier design with a different exit. Special tiles (shown in purple) prevent the camera from scrolling up into the top left portion of the room, with an exit-to-the-side sprite hovering a little above the ground. As the corresponding exit for it is gone, the warp will only lead to the default location.
GO! GO! MARIO!!
A lone bouncing Green Koopa Paratroopa sits in the middle of the ground in the first room of World 4-1, at coordinates (7C,7C).
Don't Look Back!
The autoscroll command 1D5 in the second room of World 4-3 refers to data that is never reached, at 03D7FD. This sprite's init and main routine pointers are different from what normally would be for an autoscroll command, instead it acts like an autoscroll stopper, thus apparently doing nothing. This autoscroll data is a leftover from the ys_rom_0_D prototype, and it indeed works in its World 4-3.
Marching Milde's Fort
Originally, the hub room of World 4-4 and all four branches were located in the same room, 55. At some point, the right-hand side branches were relocated to a new room, AA. However, a few sprites were overlooked during the duplication and cleanup process. As such, a Snifit and two Bullet Bill blasters can be found in room 55, and a Lava Bubble and bucket can be found in room AA, all floating out in the middle of nowhere.
Interestingly, the bucket copy indicates it was once three blocks to the right from its final position.
Hookbill the Koopa's Castle
In the first room, there is a section where two Koopas fall from holes in the ceiling. However, the level data shows that there was originally a third Koopa. For whatever reason, the third hole in the ceiling was removed, but the Koopa was left stranded.
Also in the first room, at the breakable block in the floor, there is a wall ledge placed just below it. However, because it is not placed on top of a wall, it doesn't show up. Below is an image of where the wall is located (the purple icon), as well as an image showing how the ledge would appear if there was a wall behind it. The reason this section was changed at all is that the breakable block is made of tiles and would leave a hole in the wall when destroyed
Another unusual sprite placement can be found in the room just before the boss battle room, 59, at coordinates (47,44). This copy of the boss door seems to indicate that the room was originally taller.
In the boss room itself, there is an unused exit near the start of the room. This is highly irregular, as Yoshi is never supposed to leave boss rooms after entering them. Not only that, but the only door in the room (which is blocked) is placed outside of the exit area. If the exit were to be somehow used, it would take the player to the first room of the level, just inside the floor (indicated here with a green square).
The Impossible? Maze
The level actually has two Goals, with the second one located past the first one and off the ground, at the far end of the room. Since the first Goal sprite prevents the camera from scrolling past it, the player never sees it. If the player were to somehow reach the second Goal, it would appear inside the wall near the ceiling.
There are four sprites placed far out of the level, three in one room and one in the other. As with Marching Milde's Fort, these sprites are merely neglected copies from when both sections of the level were located in the same room.
Sluggy the Unshaven's Fort
In the section with the Platform Ghost, where the 1-Up Wing Cloud is, there are actually two arrows pointing up at the cracked block. However, the second arrow is placed so low that most of it is cut off by the screen, leaving only a couple of black pixels on a black background. A trained eye can notice them when the Platform Ghost passes behind it.
Shifting Platforms Ahead
A flower out of place can be found high above the jagged line guide section, at coordinates (6A,08). Because no terrain is present in this section of the level, the camera won't pan to it. It seems to be too far out of reach for an egg to hit it, but it's not.
Also, some hidden coins and sparrows can be found near the clouds with the Baron von Zeppelins. Because of their position, the poor little birds plummet to their doom the moment they spawn. They can be seen for a few moments if Yoshi recklessly leaps off of the cloud. And, while not entirely unused, there is a well-hidden set of coins above the red platform guide in that same area. They can only be seen if Yoshi looks up and jumps off the platform in mid-flight. It is possible to collect them with a well-aimed egg, but doing so is suicidal.
The Very Loooooong Cave
In the beginning section of the last room of the level, there is a closed door that the player exits from when coming from the alternate path. However, there is a screen exit that leads back to the alternate path's door, meaning it was not always closed. Backtracking would have allowed the player to bypass the autoscroll in the alternate path room, indicating that this change was made to fix a developer oversight, or that the alternate path was not always autoscrolling.
At the top of the dark bonus room in World 6-7, there is a hidden line of coins above the wall. While this isn't actually unused, it is incredibly obscure and never hinted at. Because the exit warp blocks the right side of the path, the only way to reach them is to transport a Little Mouser from below to the ledge you started on and bounce off of it while it is hopping.
Castles - Masterpiece Set
In the very first room of Extra 6, near the start of the level, is a hidden platform ledge. Like with World 4-8, it doesn't appear because there is no wall behind it. The placement of this two-block-wide ledge suggests that the room underwent a significant change in layout.
Unseen enemies and enemy behaviors.
Mouser in Nest
Sprite ID: 32 (odd X coordinate)
The Little Mouser in nest sprite has a strange behavior when placed at an odd coordinate, it acts very similar to a Piranha Plant from Super Mario Bros.: it is hidden behind the terrain, after a second the Mouser will emerge from the ground and look around, then hide behind the terrain again. If Yoshi is near the sprite, it won't appear.
The sprite itself has no collision whatsoever, it does not interact with Yoshi or any of the rest of the sprites. It was simply meant to be a decorative sprite.
Red Bullet Bill and Cannon
Sprite IDs: 78, 7B
This red Bullet Bill cannon is completely functional but left unused in the game. The Bullet Bill follows Yoshi, slowing down until coming to a stop and popping. While the Bill moves, it opens and closes its mouth. This enemy was used in the GBA port Yoshi's Island: Super Mario Advance 3, in the Secret level for World 6.
Sprite IDs: AF, B0, B1, B2, B4 (odd X and Y coordinate)
All morph bubbles have an unused behavior: depending on which side of the screen the sprite is first seen, it will float horizontally towards Yoshi, that's it.
Boo Blah with Piro Dangle
Sprite ID: E3
There is a Boo Blah variation that spawns a Boo Blah holding a Piro Dangle in its hands (or on top of its head when moving). Other than the Piro Dangle being attached to the Boo Blah, they both have their usual behaviors and animations, and if you kill the Boo Blah, the Piro Dangle falls down and acts as normal. These two enemies appear together in just one sprite set, 17, only ever used in the Baby Mario Star room of World 2-5...which has no enemies. The ys_romX_0 prototype features this Boo Blah variation in one of its levels.
Sprite ID: F1
An unused variation of the Egg Plant exists that spits bubbles at a regular interval. This variation is present and fully functional in the ys_romX_0 prototype.
Sprite ID: 156 (odd X coordinate)
The Cactus Jack enemy has an unused behavior. When placed at an odd X coordinate, three of them will fall down and form a stack. As long as one Cactus Jack is left, more will come down.
Double Swap Platform
Sprite ID: 162
A complex object, made of a rotation block and two spiked rotating platforms. Hitting the block in the center causes both platforms to rotate around the center 180 degrees, pausing halfway. The object makes a slamming noise every time the platforms stop moving. While the platforms are in the process of moving, the block in the center is shown red and upside-down, and cannot be hit again. Unlike the regular Rotation Block sprite, the one in the center does not budge when hit.
Sprite ID: 166 (odd X coordinate)
If the sprite is placed at an odd coordinate, it will spawn two Thunder Lakitus, similar to the original Lakitu sprite used in the game. Note that when using two Thunder Lakitus, especially when they shoot fireballs simultaneously, they cause immense slowdowns and surrounding sprites tend to vanish. It might be one of the reasons it was never used.
Three transformations were fully drawn and animated, but never used in-game. They would have been rather interesting, but were cut for unknown reasons.
It's a hoppy jumpy Mushroom.
The mushroom actually has some partial coding, and you can transform into it using PAR code 7E03830A. However, you're stuck in mid-air and cannot move until you transform back.
This transformation actually can be found in the ys_romX_0 build of the game, where it's more playable, though very unstable.
A simple plane, possibly made obsolete by the helicopter transformation that was in the final game. Yoshi would ultimately get a plane transformation in Woolly World.
A walking tree. That's pretty much it.
A bomb, that somewhat resembles a Bob-omb. Functional in the ys_romX_0 prototype, where it explodes and destroys all enemies on-screen.
Unseen Mole Tank Behavior
Mole Tank Yoshi is actually immune to both spikes and lava! However, since there are no Mole Tank morph bubbles wherever spikes or lava exist, this unfortunately goes unseen. It is interesting to note that Mole Tank Yoshi is the only transformation to have this immunity naturally.
Superstar Mario uses an additional effect that allows him to defeat (literally) anything, and is also immune to both spikes and lava. Since this effect is separate from transformations, any form can actually use it with the use of Pro Action Replay codes. Without it, Superstar Mario will be just as vulnerable as almost any other morph, as well as die to spikes and lava.
Something to keep in mind is that lava in castle tilesets is not solid and often has no solid ground at the bottom, so going into it while immune will most likely result in the player falling to their death. Lava in cave tilesets can be walked on, however.
Cut Mini-Battle Content
Three mini-battles were removed before release. Use PAR code 7E03A7?? (where "??" is one of the below) to access them.
Cut Game 1
Mini-Battle ID: 06
A generic mini-battle room. The game has a timer and scores, like the coin collecting game, though there aren't any gaps in the walls.
Cut Game 2
Mini-Battle ID: 0E
A unique mini-battle room design with some otherwise unused graphics! There's a 99-second timer and a Bandit score of 4. This game is featured in the ys_romX_0 prototype.
There are broken tiles for both the missile generators and houses. The houses would have to be destroyed to win the game. The "D" on the houses stands for "dorobou", the Japanese word for "thief" (Bandit's Japanese name is Borodou, a play on this word)
The missile graphics are only present in the Japanese version of the game.
Cut Game 3
Mini-Battle ID: 10
Yet another scrapped Mini-Battle with a unique layout. According to one of the prototypes, in this game Yoshi would have been morphed into a helicopter and must steal items from the Bandit's mine cart, dropping them into another mine cart operated by Baby Mario, beating the Bandit's score before reaching the end of the track. A mini-map can be seen at the top of the screen, marking the length of the track left. This game is also featured in the ys_romX_0 prototype.
Unused Graphics Related to the Mini-Battles
Wooden ceiling tiles that match the walls.
Graphics Exclusive to the Japanese Version
These graphics were overwritten with X tiles in the American and European versions.
This should be used when the Bandit loses the balloon mini-battle, but his expression never changes.
A sprite of Baby Mario sitting with an odd palette. It has a completely different design from the rest of Baby Mario's sprites. The is used in cut mini-battles 2 and 3 in the leaked prototypes. A similar sprite also gets used in the aforementioned prototypes where Baby Mario sits before crawling.
A small Shy Guy and a placeholder sphere used in early versions of minigames from the ys_romX_0 prototype. While the Shy Guy graphics look nearly identical to the ones used by Woozy Guy, there are actually some slight differences. In the standing pose, there is an extra black pixel on the upper right edge of the mask. The biggest difference, however, is the addition of orange highlights on the head and arms.
Two Wooden carts from the 3rd cut mini-battle. The left cart is the one Yoshi drops the eggs into after retrieving them from the cart on the right. The Bandit rides the latter cart, while Baby Mario rides the former. These are the assembled versions from the ys_romX_0 prototype.
This message pops up when a cut mini-battle is accessed. It translates as: "If you can find Bonus Cassettes, you can enjoy Bonus Challenges! You can also gather Coins for the same benefit." This message is definitely from earlier in the game's development and it is displayed in-game in the ys_romX_0 prototype.
Four unused message box drawings. The half-melon drawing has been partially erased (or perhaps was never finished), but the others are intact. The latter two drawings' text is part of the image and in the ys_romX_0 prototype two in-game messages are very similar (but not identical) to them.
The text translates as "Stomp with direction key", and "Throw with Y button".
A unique title card that is only displayed correctly in the Japanese version. There are copies of World 1-1 filling empty level slots, and this title card appears before them. It translates as, appropriately, "Yoshi's Island - Hollow Grasslands". PAR code 7E021A15 will warp you to one of these levels.
Unused Objects and Object Graphics
Grasslands Tileset 1
Extended Object IDs: 4D, 4E, 4F
Some ground bushes can be found in the grasslands tileset.
Object ID: N/A
A ground pattern with no object defined.
Object IDs: 0A, 0B
A pair of unused ledges with flat ground.
Object ID: 7D
Left: in-game, right: corrected palette.
Some grassy wall ledges similar to the ones found in the beginning of World 4-1. When placed in-game, these tiles use the second palette row normally reserved for foreground tiles which has a purple palette assigned to it, causing them to have strange coloration.
Object ID: 7E
Left: in-game, right: corrected palette.
An alternate version of the wall platforms seen in the final game. Like the wall ledges up above, these tiles use the second palette row in-game.
Object IDs: 3F, 40
These sideways spikes come from the tile set for the pseudo-3D stone block areas. Other than the blue spike balls, sideways spikes never show up in the game.
Object ID: A5
An upside-down pipe which cannot be entered.
Object IDs: 0A, 0B
While these flat edge tiles are used in the game, they are located too high up for the camera to reach and thus cannot be seen by normal means. These can be seen in one area of Secret 5 in the GBA port.
Object ID: 42
This is either a pillar with dark shading, or a broken pillar. The tiles for it in the other castle tile sets have been blanked, indicating these tiles were scrapped before the other ones were finished. The normal pillar is shown on the left for comparison.
Extended Object ID: 30
Each of the castle/fortress tilesets have tiles for a 32×32 block that would have been used to liven up the walls. For the normal castle set, there is a small circular window amid the bricks. Unlike the ones in the other castle sets, this one only looks right when placed with the normal flow of the bricks.
Object ID: N/A
Each of the three castle/fortress tile sets have tiles for variations of the main brick blocks with shadowing along the top. This would have been used to give more detail to the bricks when connecting to other tiles (e.g. horizontal castle platforms).
Here is an example of what the two sets of tiles described above would look like in action.
Object ID: N/A
In each castle tileset there is a smooth arch for the background walls. They are similar to the window tiles, but rather basic and uninteresting. It is possible these were the original look for the windows. They each only use four tiles.
Grassland Tileset 2
Object IDs: 0A, 0B
Unused flat land edges without grass at the top.
Object ID: 7D
Another set of grassy cross section ledges. Unlike the ledges in the cave tileset, these use the correct palette.
Extended Object ID: 32
Left: in-game. Right: corrected palette.
Even though there are levels with wall rails using this tileset, the train rail platform was never used. Similar to the grassy cave platforms, this object displays a wrong coloration when placed in-game. It was meant to be only used with palette ID 07.
Extended Object ID: 4C
The Mouser nest was never used in grassland tileset 2, so it goes unused.
Object ID: 4A
A unused pillar with a very odd design.
Object ID: 8C
Boo Guys' Bomb Brigade rooms are only used in Marble and Stone tilesets. For some reason, Boo Guys aren't placed correctly when using the Wood Castle tileset.
Extended Object ID: 30
For the wooden castle tileset, this decoration is a patch of broken wood with gears showing underneath. Due to the way wood is set up, this would have disrupted the normal flow of the wooden planks.
Extended object ID: 53
Boo Guys' Falling Spike Mace rooms are only used in Marble castle tileset.
Object ID: N/A
The shadowed brick also exists in the wooden castle tileset.
Object ID: N/A
Again, the arch is similar to the windows used, but without any roughness or crossbeams.
Object IDs: 54, 56
While the set has tiles for all of the different angles for wall ledges, only the flat and 45-degree-angle versions are used.
Extended Object ID: 30
The decorational tiles for this set show an odd block with a carved face.
EXtended Object ID: 52
Boo Guys' Rotating Spike Mace rooms are only used in Marble and Wood Castle Tilesets.
Extended Object ID: 53
Again, Boo Guys' Falling Spike Mace rooms are are only used in Marble Castle Tileset.
Object ID: N/A
Once again, there is a shadowed brick like in the other castle sets.
Object ID: N/A
Of the three arches, this one is the most interesting. Besides the unusually bright trim, the wall pattern is actually the one used in the first castle set. It is unknown if this is simply a result of copying the other one, or if it indicates this tileset originally used the same wall pattern.
Object ID: 0A
While both of the flat ledges are used, only the right-facing one can be seen in one area of World 6-1. The left-facing ledge is used, but is located too high up for the camera to reach and thus cannot be seen by normal means.
Object ID: 6D
The wasteland areas in World 6 have unique graphics for the ground pound posts. However, none of these areas have sharpened posts.
Object ID: 7D
Cross section ledges for wastelands, never used.
Object IDs: 87, 88
Flat ground for wastelands, never used.
Extended Object ID: 4C
For some reason, the (unused) Mouser nest found in the Wastelands tileset uses a transparent background instead of a black background.
Extended Object IDs: 4D, 4E, 4F
A bunch of flat ground decoration.
Object ID: N/A
Another generic ground decoration but without any object defined.
Object ID: 3D
An unknown object with glitched graphics; Is not solid, can be extended horizontally and that's about it. A matching tileset for this object has yet to be found in the prototypes.
Object IDs: 64, 65
Two duplicates of the brown platform. There are some metatiles for gray and blue variations of the brown platform located at xC5202 (Gray) and xC521A (Blue), but the duplicated platforms still point to the same tilemap as the used brown platform.
Object ID: 6A
Another object with glitched graphics, it's a platform that can be extended horizontally. A matching tileset for this object has yet to be found in the prototypes.
Object IDs: 82, 83, 84 and Extended Object ID: 17
Green coin objects that act like red coins when collected. These objects do increase your red coin counter, but will play random sound effects.
Extended object ID: 46
An object version of the colored egg block. It is very glitchy, as the colored eggs are randomly generated, sometimes generating nothing or outright crashing the game. There are metatiles for another colored egg block located at xC87EA, like the unused brown platform colors variations, but this is never called for this object and therefore unused.
Extended object ID: 48
Only the layout of the pump goal survived in the final game; All of its appropriate sprites and functionality have since been removed.
Extended Object ID: 81
A line of blocks using Bandit's House chimney graphics, used in the prototypes as the Goal Ring platform.
An unused blue palette animation, which doesn't seem to match with any of the tilesets of the game but it may have been part of an early tileset that was removed from the final vesion. Oddly enough it fits perfectly with the castle tileset.
Alternate Sprite Palettes
Two unused palettes. They don't fit with any of the final's sprites.
Background Palette ID: 0D
This palette was used for a background found in the ys_romX_0 prototype version of the game. This background palette still remains in the final game.
Unused Island Sprites
A number of the sprites found with the Mode 7 rotating view of the island are unused and indicate the island was previously more decorated than in the final version.
A sprite of a (rather large) egg. Yoshi's eggs are never seen on the world map, and are certainly never this large.
A strange object that vaguely resembles a cable car. It is possible this is how Yoshi was originally intended to cross the mountain range instead of walking through the air. It can actually be seen in some early prototypes.
A large jungle tree bearing a resemblance to the removed jungle tree graphics.
A smaller version of the hole-in-the-ground sprite seen in the World 6 map.
A round mushroom, in two sizes. The only kind of mushrooms that are used are tall flat mushrooms, in World 6.
Small tower sprites, meant to represent the fortresses in the game, which don't appear on the island. Their designs are consistent with the depictions in the individual world maps. There are actually four of them, but one is used for the towers that surround World 3's castle. The red fort is for Worlds 2 and 4, the rocky fort is for Worlds 3 and 5, and the capped tower is for World 6. The used tower would have been for World 1.
World Map Hidden Tiles
There is a row of garbage tiles hidden at the top of the World 1 tilemap. These tiles are arranged similarly to the tabs used to switch between worlds, which may indicate that the tabs and world map were part of the same tilemap at one point in development.
In World 4, a lone pine tree and some pink tiles are placed at the bottom of the map, completely unseen.
Early Object Graphics
Some earlier versions of existing object graphics remain in the ROM.
Alternate graphics for Yoshi spitting watermelon seeds. The early version's cheeks are not as puffed up.
The final version removes this early sprite's odd eye shading.
This earlier version of the tiny Yoshi Train sprite incorrectly colors the "nose" green. This early Yoshi Train was used in the ys_romX_0 prototype.
The Big Boo's face was redesigned for the final version, though the body was not changed. The palette is also different.
More early graphics. The Boos mellowed out in the final version, and since they share a palette with Big Boos, their colors changed as well.
Early graphics of the doors have less space between the two halves. This unfortunately creates a rather unsightly black line running down the boards on the one-way doors.
The final locked door graphics still use the earlier, thinner graphics, although the keyhole ended up bisected like the aforementioned boards.
Interestingly, the early door graphics appear in the game's manual and the GBA port.
The early version of the locked door from page 20 of the manual.
The doors from the GBA port of the game
Though a complete version of the Incoming Chomp graphics are in the ROM, the game only uses the left half of the sprite, mirroring it to save space. This unfortunately eliminates the shading of the teeth on the right side, and duplicates the shine at the top of the sprite.
These graphics are used in the GBA port.
The early design of the Toady resembles the Snifit enemy and was featured in the ys_romX_0 prototype.
For some reason, these error messages cycle through the entire 32,768-color palette by writing an incrementing value to CGRAM every frame.
If the game detects anything other than a Control Pad plugged into either port, it will display this error message until the offending device is removed.
If the game detects that you inserted an NTSC copy into a PAL system or vice versa, this error message will appear.
The Yoshi series
|SNES||Super Mario World 2: Yoshi's Island (Prototypes)|
|Nintendo 64||Yoshi's Story|
|Game Boy Advance||Yoshi's Island: Super Mario Advance 3 • Yoshi Topsy-Turvy • Yoshi Sample|
|Nintendo DS||Yoshi's Island DS (Demo) • Yoshi Touch & Go|
|Nintendo 3DS||Yoshi's New Island • Poochy & Yoshi's Woolly World|
|Wii U||Yoshi's Woolly World|
|NES||Yoshi • Yoshi's Cookie|
|SNES||Yoshi's Cookie (Prototype; Kuruppon Oven de Cookie) • Tetris Attack|
|Game Boy (Color)||Yoshi • Yoshi's Cookie • Tetris Attack|
|SNES||Super Mario World • Yoshi's Safari|
|Game Boy Advance||Super Mario World: Super Mario Advance 2|