Super Mario World 2: Yoshi's Island
Super Mario World 2: Yoshi's Island
August 5, 1995
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subdirectory_arrow_right Yoshi's Island: Super Mario Advance 3 (Game)
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During the second phase of the final boss fight in the SNES release, Baby Bowser has three fingers on each hand, contrasting with most official portrayals of Bowser, which show him with four. This error is fixed in the Game Boy Advance version, which redraws his sprites to give him the proper number of fingers.
person VinchVolt calendar_month March 21, 2024
YouTube video showcasing the final boss fight in the SNES version:
https://www.youtube.com/watch?v=anv1LZzX-Qw

YouTube video showcasing the final boss fight in the GBA version:
https://www.youtube.com/watch?v=btZF6Ym8h80
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Attachment Early designs of the Toadies in the ys_romX_0 prototype of the game show that they originally resembled Snifits.
person CuriousUserX90 calendar_month December 2, 2023
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Attachment Leaked development files for Yoshi's Island show graphics of a razor blade hazard or weapon, possibly intended to be thrown by an enemy. This was likely removed from the game over concerns of violence and/or imitability.
subdirectory_arrow_right Plok (Game)
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According to Plok co-creator Ste Pickford, Mario creator Shigeru Miyamoto considered an early build of Plok to be the third best platforming game behind his own Mario in first, and the rivaling Sonic in second, and was interesting in helping Software Creations make Plok of a higher quality than Sonic, even if not Mario. Ultimately, he passed up the opportunity, with Pickford believing it was due to similarities with the then-unannounced Super Mario World 2: Yoshi's Island.
person Rocko & Heffer calendar_month September 25, 2023
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In a 1995 interview with Shigeru Miyamoto published in the September issue of Haou magazine, he was asked about how long it took to develop the game? He responded:

"The staff members who have been working on it the longest started around the time Super Mario World was released, so about 5 years. The first two years were mainly spent experimenting with different ideas. We had one idea where Yoshi would move around freely, and he’d support Baby Mario and lead him through the stage. Almost all of those early ideas came to naught, but the one that really stuck and bore fruit for us was the idea of a game where even though you hit enemies, you don’t die."
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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.
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The enemy "Harry Hedgehog", a fast moving blue hedgehog, is thought to be a subtle reference to Sonic the Hedgehog.
subdirectory_arrow_right Yoshi's Island: Super Mario Advance 3 (Game)
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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.
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Attachment 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".
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Attachment 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".
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Attachment 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.
subdirectory_arrow_right Yoshi's Island: Super Mario Advance 3 (Game)
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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.
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Attachment 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.
sell
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Attachment 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.
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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.
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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.
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Attachment 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.
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Attachment 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.
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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.
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