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Super Mario World 2: Yoshi's Island

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Title Screen

Super Mario World 2: Yoshi's Island

Developer: Nintendo
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.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Yoshi's Island is the in-name-only sequel (or is it a prequel?) to Super Mario World. This time, Yoshi is the star of the show, Mario is an annoying baby, and the development team was evidently into some very heavy drugs. Nevertheless, it's an excellent game, but is surprisingly difficult.

Sub-Pages

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.
Version Differences
Yossy?

Level Design Leftovers

Salvo the Slime's Castle

More sprites...

Two mode 7 rotating platforms and a special object xFD can be found 1 screen above the USED rotating platforms.

The Cave of the Mystery Maze

As one of the rare cases of old level design remnants in the game, 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 room, the one-screen transition room before the stone block area. Two mode7 objects, two Grinders, and a watermelon float out 2-3 screens to the right of the room. This is room BD.

Lakitu's Wall

That green thing.

In the car room of level 2-7, a helicopter bubble can be found lodged in the ceiling above the first part of the room. Now, 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

Underground Monkeys

In the second room of 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 3-4 has evidence of an earlier design with a different exit. Special tiles (shown in orange) 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 4-1, at coordinates (7C,7C).

Marching Milde's Fort

Originally, the hub room 3-4 and all four branches were located in the same room, 55. At some point, the righthand 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

Unused boss door

Another unusual placement can be found in the room previous to the boss battle room. Level:59 at coordinates 47-44; Maybe the room was meant to be taller...?

The Impossible? Maze

There are 3 sprites placed out of the level, at coordinates: 71-5F(cloud with 5 stars), 6F-40(spring arrow), and 70-40(another spring arrow)

Room Placeholders

A few rooms in the game, such as the third section of 2-1, have empty parts of the room marked off with camera-control objects. These are likely areas they intended to use for additional level sections but were not used. The special camera control objects are a way to let the camera know it is a valid room without placing any terrain.

Unused Enemies

Unseen enemies and enemy behaviors.

Red Bullet Bill and Cannon

Red means anger

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, in the Secret Level for World 6. The launcher is sprite object 078 and the red Bill itself is sprite object 07C.

Bubble Flower

An unused variation of the Egg Plant exists that spits bubbles at a regular interval. It is sprite object 0F1.

Cactus Jack

Too many

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.

(Source: Peardian)

Unused Area

Room DC

This is what appears to be an early castle room. It uses the default level music and the castle background, not animated. This room was probably used as the ongoing testing room, and the developers added or took away warps and objects as needed. The room contains a variety of objects, including Piranha Plants, a yellow Mufti Guy, a Potted Spiked Fun Guy, a Flamer Guy, two crates, two Egg Flowers, and the balloon pump from 4-7. 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 DD).

Unused Transformations

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

Mushroom

Flopping Fungus!Floating around, spreading spores, you know the dealDon'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 the mushroom using the PAR code 7E03830A. However, you're stuck in mid-air and cannot move until you transform back.

(Source: Hacc (code))

Plane

I can fly twice as highWhat, me worry?

A simple plane. This may have been made obsolete by the helicopter transformation.

Tree

From Hell it came!

A walking tree. That's pretty much it.

Lost Mini-Battle Content

Three bonus games were removed before release. Use the following PAR code to access them: 7E03A7XX

(Source: Mattrizzle)

Lost Game 1

Barren

Bonus Game 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.

Lost Game 2

Bandit real-estate

Bonus Game 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.

Take that, house! Missile fun

There are broken tiles for both the missile generators and houses. It's likely that the houses would have to be destroyed to win the game. The palette here is just a guess.

The missile graphics are only present in the Japanese version of the game.

Lost Game 3

Race to the finish

Bonus Game ID: 10
What seems to be a racing mini-battle. A mini-map can be seen at the top of the screen.

Other

The following graphics are only found in the Japanese version. They were removed from every other version.

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.

Still shy after all these years It's a sphere

A Shy Guy (with different graphics than the ones in normal levels), and some kind of sphere.

Spinning around No crates allowed What?

A gear, what seems to be a lift, and a crate. An odd wooden structure is also present.

Unused Message Content

When is this from?!

This message pops up when a lost 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.

(Source: Tauwasser (translation))

Four unused message box drawings. The half-melon drawing has been partially erased, but the others are intact. The latter two drawings' text is part of the image, not seperate.

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". The PAR code 7E021A15 will warp you to one of these levels.

Unused Foreground Graphics

A few level tiles are not used.

Bone Fields

Bone spikes?

The fields of bone found in World 6 have unique graphics for the ground pound posts. However, these unique graphics for the spike post are never used.

Castle Set 1

Hooray!

What appears to be a window or cranny or some sort, and a brick with darker shading.

Hooray!!

The tiles could have appeared like this.

(Source: Peardian)

Castle Set 2

Going down

A large number of sloped tiles are never used. The only ones used are the flat and 90 degree tiles.

(Source: Peardian)

Sad block is sad

This odd block is never seen either.

Fortress Set

Move that gear up

A patch of broken boards revealing gears and a darkened panel similar to the one in the castle set. Unlike the castle's circular hole, it is unclear how this would be integrated with the rest of the tiles.

(Source: Peardian)

Stone Bridge

Yes, spikes

Wall spikes that don't show up anywhere.

(Source: Peardian)

Animated Palettes

...

A unused and very odd variant of the crystal animation, it doesn't seems to fit with the cave tileset(or any other) at all but strangely it fits perfectly with the brick castle tileset... perhaps it is just an animation from an early tileset.

Map

I know what 3 means

A map icon for a 3rd control style! This only shows up in the Japanese version: it's blanked out in all other revisions. The text says 'config'.

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 train's "nose" green.

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.

(Source: Peardian)

Doors

Early Final
Squished Torn apart

Early graphics of the doors have less space in-between the two halves.

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.

Interestingly, these graphics are used in the GBA port, Super Mario Advance 3.

Snifit

Early Final
Tiny little Snifits Watch out, he's packing

The final design of the Snifit is larger than this graphic. The early design matches the size of the Snifits in Super Mario Bros. 2.