Yoshi's Island Unused Sprites

Nintendo
Yoshi
Game Boy Advance, SNES
17 Trivia
NSFW - This trivia is considered 'Not Safe for Work' - Click to Reveal
The North American commercial for the SNES version featured a man at a restaurant eating enough food to literally explode. This is a reference to the Mr. Creosote sketch from the 1983 movie 'Monty Python's The Meaning of Life.'
It's possible that Tweeters were originally going to appear in the game. Tweeter graphics from Super Mario All-Stars appear in the game's code, and could have been place holder graphics for the enemy.
In stage 'Extra 3: More Monkey Madness', a 21st Red Coin can be found. The coin is hidden under a peg occupied by a gray Tap-Tap, with a rotating Paddle-Wheel above it, making it difficult to access. In the Game Boy Advance port, this coin is removed, indicating that it may have been present in the SNES version due to either a glitch or mistake.
  1. SNES - Super Mario World 2: Yoshi's Island - Unused Enemies - The #1 source for video game sprites on the internet! SNES - Super Mario World 2: Yoshi's Island - Unused Enemies - The Spriters Resource Wiki Sprites Models Textures Sounds Login.
  2. @FOY Yes, using a high-poly model en masse would be a large waste of resources. Similar situations exist with most post-GCN 'large' variations of enemies.
The German version of the level 'Touch Fuzzy, Get Dizzy' is titled 'Lustiges Sporen Drama'. This abbreviates to 'LSD', referencing the psychedelic, disorienting effects of touching the Fuzzies that serve as the level's English namesake.

3DS - Yoshi's New Island - The #1 source for video game models on the internet! 3DS - Yoshi's New Island - The Models Resource Wiki Sprites Models Textures Sounds Login.

In 'World 6 - Extra' in the Japanese release, Yoshi's name is spelled out as 'Yossy' during the segment in which the player must jump on a number of moving platforms. This was changed in the International version to spell out 'Yoshi'.
In the game's ROM, empty levels slots are filled with copies of World 1-1. These slots can be accessed through the use of hacking tools. When one of these levels is accessed in the Japanese version, a special title card will be shown which translates to 'Yoshi's Island - Hollow Grassland'.
Inside the game's data is an unused and alternate sprite for Yoshi spitting watermelon seeds. The sprite is not as puffed up as the sprite in the final version.
In the Game Boy Advance version of the game, dying enough times during the intro level to get a game over will result in the game's save file displaying 'World 0.' This is the only time this icon is accessible in the game, and in any version of the game, as the Super Nintendo original gave you infinite lives to beat the tutorial level.
If the game detects anything other than a control pad plugged into either port, an error message will pop up until the offending controller is removed. The color of the text changes every frame, gradually cycling through the entire 32,768-color palette.
The enemy 'Burt the Bashful' looks like Obelix from 'Asterix'. This was referenced in other language versions of the game. The boss's name in the French version of the game is 'Belixo', an anagram of Obelix. In the German version of the game the boss's name is Xilebo, Obelix spelled backwards.
There are several unused enemies and enemy behaviors. The unused enemies include a Red Bullet Bill and Cannon, a double swap platform and a Bloo Blah holding a Piro Dangle. The unused enemy behaviors are Egg Plants spitting bubbles at a regular interval and three Cactus Jacks falling down and forming a stack.
When approaching the boss Naval Piranha, the player can see him in his un-transformed state and can fire an egg at him. Doing so results in him dying instantly, and Kamek flying in to yell 'OH, MY!!!' before flying away in retreat.
An unused monkey enemy can be found in the game's graphics. They look to be similar to Donkey Kong in the style of Yoshi's Island, including a barrel that would have presumably been thrown.
There are a number of unused transformations in the ROM that never made it into the final game. These include a plane, a mushroom and a tree.
The art style of Yoshi's Island is said to be a result of Shigeru Miyamoto rebelling against Nintendo's internal evaluation committee. The committee wanted the game to feature pre-rendered visuals like Donkey Kong Country, but Miyamoto disagreed. Instead, Miyamoto reworked the original art assets so they looked as if they'd been drawn with crayons.
There's a part of the background in world 4-1 that appears to take the shape of a topless woman's torso.
In the German version of Yoshi's Island, 'Naval Piranha' is called 'Audrey', referencing The Little Shop of Horrors.
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< Super Mario World 2: Yoshi's Island

This is a sub-page of Super Mario World 2: Yoshi's Island.

Graphics that are never displayed in-game.

Sprites
  • 1Playable Characters
  • 2Enemies
  • 3Objects
  • 4Miscellaneous
  • 5Obscured Graphics

Playable Characters

Yoshi

Unused Yoshi heads, looking up from the front and back, and an early hit animation. These exist in both empty and full form.

A 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.

What's interesting about the magnet is that when Yoshi morphs into a helicopter, the magnet will be loaded into VRAM. What's even more interesting is that removing the helicopter graphics reveals that the magnet is actually hidden behind the helicopter, pointing downwards and using Yoshi's palette (as opposed to the red palette). Maybe the helicopter had the ability to lift objects early in development?

To do:
Should a screenshot be posted here?
(Source: Peardian, helicopter morph find by Doggycharly)

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.

Baby Mario

A lot of Baby Mario frames are never used. Three frames are of him facing the screen. The frame of Baby Mario being carried might be related to the aforementioned magnet sprites.

The kanji on the right is 仮 (temporary), so it may have just been a sort of artist's scratchpad.

Crawling? There's no opportunity for this animation to show up in-game: Baby Mario runs, not crawls, once he gets a Super Star, and he doesn't move in any of the bonus mini-games. 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.

Enemies

Bob-omb

Bob-ombs! The first set of tiles is uncompressed in the ROM, while the other three are compressed. The actual palette is currently unknown.

Early Sluggy

What appears to be a larger, rounder version of Sluggy.

Grinder Kong

A giant version of the Grinder enemy, made to resemble Donkey Kong. It even has a barrel throwing animation. And barrels!

Nipper

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.

(Source: Peardian)

Rocky Wrench

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.

(Source: Peardian)

Shy Guy

Unused animation of a Shy Guy lifting an object.

Huffin' Puffin

Two unused frames of Huffin' Puffin.

Baby Bowser

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.

(Source: Peardian)

Objects

Bubble

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.

Dragon Coin

A Dragon Coin, first seen in Super Mario World. This was probably replaced by the Flower item, and 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.

? Block

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 did appear in Yoshi's Island DS.

? Box

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.

Snow Platform

A smaller version of the tilting snowy platform.

Bandit's House

There is a copy of the Bandit House's chimney stored as a sprite.

Miscellaneous

Arrows

Two arrows pointing in a clockwise fashion. This is found next to the menu cursor graphics.

World Map

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

Placeholder Graphics

Sprite Before
After

Placeholder graphics. 'Player' is where the Yoshi graphics will be placed in VRAM, and the 7 is where the countdown timer is stored.

Obscured Graphics

Sprite graphics that are used in-game but parts of them cannot be seen by normal means.

Lunge Fish

Since the Lunge Fish is always submerged in opaque water, the lower half of its body is not entirely seen.

Water Platform

Like the Lunge Fish, the lower half of this sprite is always submerged, unseen.

Yoshi's Island Unused Sprites Game

Raphael the Raven

Yoshi's Island Unused Sprites Download

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.

Yoshi's Island Unused Sprites Free

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