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Super Mario World 2: Yoshi's Island
| Super Mario World 2: Yoshi's Island |
|---|
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Developer:
Nintendo
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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.
Contents
Sub-Pages
| Unused Background Content Unimplemented background graphics and palettes. |
| Unused Object Graphics A large group of object graphics unseen in normal play. |
| Version Differences Yossy? |
Level Design Leftovers
Salvo the Slime's Castle
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
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
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
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
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
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
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.
Unused Area
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
It's a hoppy jumpy Mushroom.
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.
Plane
A simple plane. This may have been made obsolete by the helicopter transformation.
Tree
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
Lost Game 1
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
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.
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
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.
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.
Still shy after all these years ![]()
A Shy Guy (with different graphics than the ones in normal levels), and some kind of sphere.
A gear, what seems to be a lift, and a crate. An odd wooden structure is also present.
Unused Message Content
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.
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".
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
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
What appears to be a window or cranny or some sort, and a brick with darker shading.
The tiles could have appeared like this.
Castle Set 2
A large number of sloped tiles are never used. The only ones used are the flat and 90 degree tiles.
This odd block is never seen either.
Fortress Set
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.
Stone Bridge
Wall spikes that don't show up anywhere.
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
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 |
|---|---|
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.
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.
Doors
| Early | Final |
|---|---|
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 |
|---|---|
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.
The Yoshi series
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|---|---|
| NES | Yoshi • Yoshi's Cookie |
| SNES | Yoshi's Cookie (Prototype) • Yoshi no Cookie: Kuruppon Oven de Cookie Super Mario World • Super Mario World 2: Yoshi's Island (Prototypes) • Tetris Attack • Yoshi's Safari |
| Game Boy (Color) | Yoshi • Yoshi's Cookie • Tetris Attack |
| Nintendo 64 | Yoshi's Story |
| Game Boy Advance | Super Mario World: Super Mario Advance 2 • 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 |
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