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Super Mario World 2: Yoshi's Island

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Title Screen

Super Mario World 2: Yoshi's Island

Also known as: Super Mario: Yoshi Island (JP)
Developer: Nintendo EAD
Publisher: Nintendo
Platform: SNES
Released in JP: August 5, 1995
Released in US: October 4, 1995
Released in EU: October 6, 1995


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
Sgf2-unusedicon1.png This game has unused abilities.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


DevelopmentIcon.png This game has a development article
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
DCIcon.png This game has a Data Crystal page

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 (despite it not being necessary), wasn't officially released until 2017.

Contents

Sub-Pages

Read about development information and materials for this game.
Development Info
Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
SMW2EarlyJungle.png
Unused Background Content
Unimplemented background graphics and palettes.
SMW2DragonCoin.png
Unused Object Graphics
A large group of object graphics unseen in normal play.
SMW2HitJP.gif
Version Differences
Yossy?

Debug Settings

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.)

Freeze Frame

0080F700

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

01C13D00

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

17989780
17989801

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

17B3D580
17B3D601

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.

Free Movement

04F64D00

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.

(Source: Original TCRF research)

Unused Area

Room DC

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!

YI1-2missingcloud.png

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

YI1-4unusedplatform.png

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

More sprites

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.

Lakitu's Wall

That light blue thing.

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 at the top, and as such would never be seen anyway.

Welcome To Monkey World!

Underground Monkeys

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

Secret sub

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!!

YI-4-1MissingKoopa.png

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!

YI4-3-sprite$1D5.png

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 impossible? Goal

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

YIsluggyarrow.png

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

Lonely flower

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.

Secret Coins and birds

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

Good luck getting it open.

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.

KEEP MOVING!!!!

More secret coins

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

YIextra6ledge.png

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.

Unused Sprites

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

Red means anger

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.

Morph Bubbles

UnusedMorphBubble.gif

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

The unstoppable duo.

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.

Bubble Flower

YI-UnusedBubblePlant.gif

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.

Cactus Jack

Too many

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

Hit from the center

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.

Thunder Lakitu

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.

Unused Transformations

Four transformations were fully drawn and animated, but never used in-game. They would have been rather interesting, but were cut for unknown reasons.

Mushroom

Flopping Fungus!Floating around, spreading spores, you know the deal.Don't let Baby Mario eat you

It's a hoppy jumpy Mushroom.

Hours of fun

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.

(Source: Hacc (code))

Plane

I can fly twice as highWhat, me worry?

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.

Tree

From Hell it came!

A walking tree. That's pretty much it.

Bomb

SMW2Bobomb.gif Kind of looks like a cherry. Tasty.

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.

(Source: Mattrizzle)

Cut Game 1

Barren

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

Bandit real-estate

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.

Take that, house! Missile fun

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

Race to the finish...

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

YI-UnusedBonusTile.png

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.

Gasp!

This should be used when the Bandit loses the balloon mini-battle, but his expression never changes.

Babies are easily amused

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 sprite 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.

Maybe we should call him Shiny-Guy It's a sphere

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.

Huge Small

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.

Unused Messages

When is this from?!

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.

(Source: Tauwasser (translation))

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".


(Source: Mattrizzle, Tauwasser (translation))

Nice

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

YI-GrasslandBushes.png

Extended Object IDs: 4D, 4E, 4F
Some ground bushes can be found in the grasslands tileset.

YI-GrasslandGroundPattern.png

Object ID: N/A
A ground pattern with no object defined.

Caves

YI-CaveLandEdges.png

Object IDs: 0A, 0B
A pair of unused ledges with flat ground.

YI-CaveCrossLedges.png

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.

YI-CaveWallLedges.png

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.

Stone Bridge

Yes, spikes

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.

(Source: Peardian)

YI-UpsidedownPipe.png

Object ID: A5
An upside-down pipe which cannot be entered.

Snow

YI-SnowLandEdges.png

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.

Marble Castle

Smw2 castle-pillar.png

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.

SMW2CastleTiles.png

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.

YI-CastleShadowedBrick.png

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).

Hooray!!

Here is an example of what the two sets of tiles described above would look like in action.

YIcastle1arch.png

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.

(Source: Peardian)

Grassland Tileset 2

YI-GrassLand2Edges.png

Object IDs: 0A, 0B
Unused flat land edges without grass at the top.

YI-Grass2CrossLedges.png

Object ID: 7D
Another set of grassy cross section ledges. Unlike the ledges in the cave tileset, these use the correct palette.

YI-RailPlatformsTilesets1and7.png

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.

YI-MouseNestTileset7.png

Extended Object ID: 4C
The Mouser nest was never used in grassland tileset 2, so it goes unused.

Wood Castle

YI-UnusedWoodPillar.png

Object ID: 4A
A unused pillar with a very odd design.

YI WoodBooBrigade.png

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.

Move that gear up

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.

YI WoodBooSpikeballRoom.png

Extended object ID: 53
Boo Guys' Falling Spike Mace rooms are only used in Marble castle tileset.

YI-WoodShadowedBrick.png

Object ID: N/A
The shadowed brick also exists in the wooden castle tileset.

YIfortarch.png

Object ID: N/A
Again, the arch is similar to the windows used, but without any roughness or crossbeams.

(Source: Peardian)

Stone Castle

Going down

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.

Sad block is sad

Extended Object ID: 30
The decorational tiles for this set show an odd block with a carved face.

YI StoneBooSpikeMaceRoom.png

EXtended Object ID: 52
Boo Guys' Rotating Spike Mace rooms are only used in Marble and Wood Castle Tilesets.

YI StoneBooSpikeballRoom.png

Extended Object ID: 53
Again, Boo Guys' Falling Spike Mace rooms are are only used in Marble Castle Tileset.

Smw2 shadedbrick.png

Object ID: N/A
Once again, there is a shadowed brick like in the other castle sets.

YIcastle2arch.png

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.

(Source: Peardian)

Wastelands

YI-W6LeftFlatLedge.png

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.

Bone spikes?

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.

YI-W6CrossSecionLedges.png

Object ID: 7D
Cross section ledges for wastelands, never used.

YI-W6FlatGround.png

Object IDs: 87, 88
Flat ground for wastelands, never used.

YI-W6MouseHole.png

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.

YI-W6Decoration1.png

Extended Object IDs: 4D, 4E, 4F
A bunch of flat ground decoration.

YI-W6Decoration2.png

Object ID: N/A
Another generic ground decoration but without any object defined.

Global Objects

YI-UnkownObject3D.png

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.

(Source: Mattrizzle(metatiles))

YI-UnkownObject6A.png

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.

YI-GreenCoin.gif

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.

YI-UnknownExtendedObject48.png

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.

YI-UnknownExtendedObject81.png

Extended Object ID: 81

A line of blocks using Bandit's House chimney graphics, used in the prototypes as the Goal Ring platform.

Unused Palettes

Animated Palettes

SMW2-Unused crystalpalette.gif

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 version. 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 Palettes

YI-unusedBGpal0D.png

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.

Tic tac toe but on colored pencils!

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.

I'm glad I'm not the Yoshi that had to lay that thing.

A sprite of a (rather large) egg. Yoshi's eggs are never seen on the world map, and are certainly never this large.

Need a lift?

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.

Big!

A large jungle tree bearing a resemblance to the removed jungle tree graphics.

Hole.

A smaller version of the hole-in-the-ground sprite seen in the World 6 map.

Shroom? Shroom!

A round mushroom, in two sizes. The only kind of mushrooms that are used are tall flat mushrooms, in World 6.

2-4 or 4-4 3-4 or 5-4 6-4

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

YI-Map1Tiles.png

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.

YI-Map4Tiles.png

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.

Yoshi

Early Final
That's just rude Ptoo

Alternate graphics for Yoshi spitting watermelon seeds. The early version's cheeks are not as puffed up.

Yoshi Car

Early Final
Some kind of infection All cleared up

The final version removes this early sprite's odd eye shading.

Yoshi Train

Early Final
Green noser Honk honk

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.

Big Boo

Early Final
The dead are angry Hit in the face by a spectral door

The Big Boo's face was redesigned for the final version, though the body was not changed. The palette is also different.

(Source: Peardian)

Boo

Early Final
Calm down! You're dead, the worst is behind you No boos is good boos

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.

(Source: Peardian)

Doors

Early Final
Squished Torn apart

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.

Pg20 Early Door.png

The early version of the locked door from page 20 of the manual.

Normal Locked Boarded up
YI-SMA3-Door.png YI-SMA3-LockedDoor.png YI-SMA3-DisabledDoor.png

The doors from the GBA port of the game

Incoming Chomp

Early Final
WARNING! A huge battleship "Chomp" is approaching fast Yeah, eat that HTML

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.

Toady

Early Final
Are you my mummy? SMW2SnifitFinal.png

The early design of the Toady resembles the Snifit enemy and was featured in the ys_romX_0 prototype.

Error Message

For some reason, these error messages cycle through the entire 32,768-color palette by writing an incrementing value to CGRAM every frame.

Controller error

How am I gonna shoot dinosaurs then?!

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.

Region error

SuperMarioWorld2RegionError.png

If the game detects that you inserted an NTSC copy into a PAL system or vice versa, this error message will appear.