Super Mario World 2: Yoshi's Island/Unused Object Graphics
This is a sub-page of Super Mario World 2: Yoshi's Island.
Graphics that are never displayed in-game.
- 1 Playable Characters
- 2 Enemies
- 3 Objects
- 4 Miscellaneous
- 5 Obscured Graphics
Unused Yoshi heads, looking up from the front and back, and an early hit animation. These exist in both empty and full form.
An unused frame of Yoshi repeated two times with a different palette, found next to two magnet frames. The other two magnet frames are found near the Baby Mario graphics.
The magnet was used in a scrapped bonus game involving the Helicopter transformation in early builds of the game, and is still loaded out of sight behind Yoshi when using said transformation.
Some early frames of Yoshi skiing, none of which include Baby Mario. His eyes also have some odd shading applied.
An alternate design of the giant Yoshi egg with a thinner outline.
A lot of Baby Mario frames are never used. Three frames are of him facing the screen.
The kanji on the right is 仮 (temporary), so it may have just been a sort of artist's scratchpad.
Baby Mario crawling. These sprites were used in an early prototype when he fell off Yoshi, but ended up being replaced. It is possible to see these sprites among the jumbled graphics that appear as a result of the "eat Baby Mario" glitch, however.
Baby Mario doing a victory pose.
Bob-ombs! The first set of tiles is uncompressed in the ROM, while the other three are compressed. The actual palette is currently unknown.
What appears to be a larger, rounder version of Sluggy.
A giant version of the Grinder enemy, made to resemble Donkey Kong. It even has a barrel-throwing animation. And barrels!
A spotted version of the Nipper baddies that appear in various areas. It's worth noting that this Nipper design greatly resembles the Nipper Spores used in the final game.
The only Mario series enemy to throw wrenches is Rocky Wrench. All that remains of this enemy are what appear to be a pair of legs.
Unused animation of a Shy Guy lifting an object.
Two unused frames of Huffin' Puffin.
A small rock is stored with Baby Bowser's graphics.
Super Mario All-Stars Leftovers
A Shy Guy and a Tweeter, imported from the All-Stars version of Super Mario Bros. 2. These may have been used as reference graphics by the artists, but there's no Tweeter enemy in the final game.
An unused bubble size. This is smaller than the bubbles that Baby Mario and the transformations appear in, but larger than the bubbles that some enemies spit.
A Dragon Coin, first seen in Super Mario World. This was probably replaced by the Flower item, as they're mechanically similar: there are five of them in a level, they both make a coin sound when collected, and collecting all five gives the player a 1-Up. Prototype builds used Dragon Coins as a currency.
Found early in the ROM, uncompressed. While its use seems to be obvious, it doesn't really fit in with the Yoshi's Island gameplay style. Note that ? Blocks later appeared in Yoshi's Island DS.
An alternate design for the crates in the game. These graphics are loaded in rooms that use the stone bridge tileset, but no crates are ever present in those areas.
A smaller version of the tilting snowy platform.
There is a copy of the Bandit House's chimney stored as a sprite.
Two arrows pointing in a clockwise fashion. This is found next to the menu cursor graphics.
A map icon for a third control style, which was used in the ys_romX_0 prototype. The text translates to "config".
This graphic is only in the Japanese version. It's blanked out in all other revisions.
Placeholder graphics. "Player" is where the Yoshi graphics will be placed in VRAM, and the 7 is where the countdown timer is stored.
Sprite graphics that are used in-game, but parts of them cannot be seen by normal means.
Since the Lunge Fish is always submerged in opaque water, the lower half of its body is not entirely seen.
Like the Lunge Fish, the lower half of this sprite is always submerged, unseen.
Raphael the Raven
Raphael the Raven has a star on his belly, but it's never seen, as the palette the star uses is always the same color as Raphael's skin. This might have been used for the Raphael constellation earlier in development, but in the final version that constellation is part of the background, not a sprite.