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In the German version of Yoshi's Island, Naval Piranha is named "Audrey", referencing the 1960 film "The Little Shop of Horrors".
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In May 1995, an interview with series creator Shigeru Miyamoto and Rare co-founder Tim Stamper about the development of Donkey Kong Country (DKC) was published in the magazine Electronic Games, conducted by game journalist Steven L. Kent. Kent later claimed on an episode of G4's docuseries "Icons" that Miyamoto was angry during this interview, channelling it into bitter criticisms of DKC's gameplay and the Western market's praise of its pre-rendered graphics, and that Stamper "sat there and took it, even though really the anger wasn't meant to be at Stamper". Miyamoto clarified in a 2010 interview with IGN that he did like the game despite these rumored criticisms, and that he worked closely with Rare and Stamper during development.
Years after the interview's publication, Kent would print an alleged portion of a later interview with Miyamoto in his 2001 book "The Ultimate History of Video Games", claiming that the anger had stemmed from "touchy" internal discussions regarding Super Mario World 2: Yoshi's Island. The hand-drawn crayon art style of that game was said to be a result of the alleged anger over DKC's graphics causing him to rebel against Nintendo's internal evaluation committee, who wanted Yoshi's Island to use pre-rendered graphics. Part of the Miyamoto quote reads:
Developers on Yoshi's Island have given less angered statements regarding the choice in art style over the years. Yoshi's creator Shigefumi Hino and game director Takashi Tezuka each claimed that it was done for sentimental reasons, as the development team believed that all video games from that point on would likely utilize 3D graphics. They decided to "fight back" in Hino's words by scanning in hand-drawn illustrations and manually editing them to be readable sprites, creating a unique art style intended as a bow-out for 2D graphics:
Since then, every game in the Yoshi series has taken on a deliberately different visual style, including hand-crafted assets and real-world materials, to set itself apart from the Mario series.
Years after the interview's publication, Kent would print an alleged portion of a later interview with Miyamoto in his 2001 book "The Ultimate History of Video Games", claiming that the anger had stemmed from "touchy" internal discussions regarding Super Mario World 2: Yoshi's Island. The hand-drawn crayon art style of that game was said to be a result of the alleged anger over DKC's graphics causing him to rebel against Nintendo's internal evaluation committee, who wanted Yoshi's Island to use pre-rendered graphics. Part of the Miyamoto quote reads:
"In comparison with the graphics of [DKC], there was not enough punch to Yoshi's Island. That was what I was told by the marketing people. I intensified my hand-drawn touch on Yoshi's Island from the initial part of the program. Everybody else was saying that they wanted better hardware and more beautiful graphics instead of this art."
Developers on Yoshi's Island have given less angered statements regarding the choice in art style over the years. Yoshi's creator Shigefumi Hino and game director Takashi Tezuka each claimed that it was done for sentimental reasons, as the development team believed that all video games from that point on would likely utilize 3D graphics. They decided to "fight back" in Hino's words by scanning in hand-drawn illustrations and manually editing them to be readable sprites, creating a unique art style intended as a bow-out for 2D graphics:
"We deliberately chose not to go for realistic graphics like [DKC]: we wanted take a chance [sic] and do the opposite. Probably every game from here on out is going to look more like [DKC]... that being the case, we decided to go against the trend one last time and make something with a heartwarming, handmade visual style."
Since then, every game in the Yoshi series has taken on a deliberately different visual style, including hand-crafted assets and real-world materials, to set itself apart from the Mario series.
Electronic Games Issue #32 (Volume 3, Issue #8) - May 1995 (pages 48-52 in the magazine):
https://archive.org/details/electronic-games-1995-05/page/48/mode/1up
G4 "Icons" (Season 3, Episode 8) on Donkey Kong:
https://www.youtube.com/watch?v=_2EOpDWKOrI#t=819s
"The Ultimate History of Video Games: From Pong to Pokemon–The Story Behind the Craze That Touched Our Lives and Changed the World" by Steven L. Kent (page 518 in the book):
https://retrocdn.net/images/9/9c/UltimateHistoryofVideoGames_Book_US.pdf
Dengeki Super Famicom 09/1995 developer interview:
https://shmuplations.com/yoshi/
10/2017 developer interview:
https://www.nintendo.com/en-gb/News/2017/October/Nintendo-Classic-Mini-SNES-developer-interview-Volume-5-Super-Mario-World-and-Super-Mario-World-2-Yoshi-s-Island-1290850.html
Kotaku article:
https://kotaku.com/how-yoshi-s-island-got-its-beautiful-hand-drawn-look-1826849563
Thomas Game Docs video:
https://www.youtube.com/watch?v=ixhgodTxObA
Original DidYouKnowGaming blog post:
http://didyouknowgaming.com/post/41895525229/yoshis-island-and-donkey-kong-country-source
https://archive.org/details/electronic-games-1995-05/page/48/mode/1up
G4 "Icons" (Season 3, Episode 8) on Donkey Kong:
https://www.youtube.com/watch?v=_2EOpDWKOrI#t=819s
"The Ultimate History of Video Games: From Pong to Pokemon–The Story Behind the Craze That Touched Our Lives and Changed the World" by Steven L. Kent (page 518 in the book):
https://retrocdn.net/images/9/9c/UltimateHistoryofVideoGames_Book_US.pdf
Dengeki Super Famicom 09/1995 developer interview:
https://shmuplations.com/yoshi/
10/2017 developer interview:
https://www.nintendo.com/en-gb/News/2017/October/Nintendo-Classic-Mini-SNES-developer-interview-Volume-5-Super-Mario-World-and-Super-Mario-World-2-Yoshi-s-Island-1290850.html
Kotaku article:
https://kotaku.com/how-yoshi-s-island-got-its-beautiful-hand-drawn-look-1826849563
Thomas Game Docs video:
https://www.youtube.com/watch?v=ixhgodTxObA
Original DidYouKnowGaming blog post:
http://didyouknowgaming.com/post/41895525229/yoshis-island-and-donkey-kong-country-source
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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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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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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.
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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The enemy "Harry Hedgehog", a fast moving blue hedgehog, is thought to be a subtle reference to Sonic The Hedgehog.
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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 placeholder graphics for the enemy.
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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."
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 The Hedgehog in second. He reportedly expressed interest 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.
Retro Gamer Issue #122 (Page 78):
https://issuu.com/roylazarovich/docs/retro_gamer_122
https://issuu.com/roylazarovich/docs/retro_gamer_122
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