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Additionally, the later of the two prototypes features a radically different design for the logo, using a much sleeker and blockier font. The final release would revert to the earlier logo, barring the aforementioned truncated prefix.
December 6, 1994 prototype information:
https://tcrf.net/Proto:Super_Mario_World_2:_Yoshi%27s_Island/ys_romX_0
December 19, 1994 prototype information:
https://tcrf.net/Proto:Super_Mario_World_2:_Yoshi%27s_Island/ys_rom_0_D
Comparison between the final title screens in the Japanese and international releases:
https://tcrf.net/Super_Mario_World_2:_Yoshi%27s_Island/Version_Differences
https://tcrf.net/Proto:Super_Mario_World_2:_Yoshi%27s_Island/ys_romX_0
December 19, 1994 prototype information:
https://tcrf.net/Proto:Super_Mario_World_2:_Yoshi%27s_Island/ys_rom_0_D
Comparison between the final title screens in the Japanese and international releases:
https://tcrf.net/Super_Mario_World_2:_Yoshi%27s_Island/Version_Differences
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In 2020, sprites for Mario's adult form were uncovered as part of a massive leak of data from Nintendo's internal servers. These sprites indicate that Super Star Mario was not originally able to float in the air and that he was able to ride Yoshi to some extent (in the final game, Yoshi reverts to an egg until the Super Star wears off).
Developer interview:
https://shmuplations.com/yoshi/
Development sprites of adult Mario:
https://tcrf.net/Development:Super_Mario_World_2:_Yoshi%27s_Island/Sprites#Mario
https://shmuplations.com/yoshi/
Development sprites of adult Mario:
https://tcrf.net/Development:Super_Mario_World_2:_Yoshi%27s_Island/Sprites#Mario
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Among files uncovered in the Gigaleak, a large-scale leak of assets from Nintendo's internal servers in 2020, are various assets from Super Mario World 2: Yoshi's Island depicting alternate ideas for Baby Mario. The earliest of these assets are a series of sprites from October 1993 depicting him in a bonnet and with a mustache similar to his adult counterpart; by comparison, the earliest sprites depicting his final design are dated to August 1994.In the interim, however, Nintendo apparently considered omitting Baby Mario entirely; sprites dating to the spring of 1994 show that the developers considered having the Yoshi Clan ferry an infant wizard around instead. These sprites depict the wizard both in normal gameplay and in the pre-rendered CGI graphics used in the opening cutscene. Other sprites of the wizard show that they would've provided an in-universe reason for Yoshi's ability to transform into various vehicles: the wizard would cast a spell on a Yoshi egg while encasing themself and the real Yoshi in a bubble.
While the developers ultimately went back to using Baby Mario, the wizard still appears in a prototype build from December 6, 1994. In this iteration, the wizard is a form that Baby Mario can turn into through the use of an item depicting the projectiles fired by Kamek in the penultimate area of "6-8: King Bowser's Castle". This "Wizard Mario" form could similarly cast spells that transform certain enemies into objects such as eggs, watermelons, and Winged Clouds.
Development sprites:
https://tcrf.net/Development:Super_Mario_World_2:_Yoshi%27s_Island/Sprites
Items in the December 6, 1994 prototype:
https://tcrf.net/Proto:Super_Mario_World_2:_Yoshi%27s_Island/ys_romX_0/Items
https://tcrf.net/Development:Super_Mario_World_2:_Yoshi%27s_Island/Sprites
Items in the December 6, 1994 prototype:
https://tcrf.net/Proto:Super_Mario_World_2:_Yoshi%27s_Island/ys_romX_0/Items
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While Bumpties can only bump into Yoshi and not hurt him, if Yoshi is hurt by a different enemy or obstacle and a Bumpty is on-screen, it will run to and steal Baby Mario similarly to a Bandit. This is the only game in the Yoshi series where Bumpties are known to behave like this, and is a rare interaction since there are few instances in the game where Bumpties and obstacles are close enough to trigger it.
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.
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
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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The Cutting Room Floor article:
https://tcrf.net/Development:Super_Mario_World_2:_Yoshi%27s_Island/Sprites#Hookbill
Supper Mario Broth tweet:
http://archive.today/2025.05.18-225551/https://x.com/MarioBrothBlog/status/1379857892250169346
https://tcrf.net/Development:Super_Mario_World_2:_Yoshi%27s_Island/Sprites#Hookbill
Supper Mario Broth tweet:
http://archive.today/2025.05.18-225551/https://x.com/MarioBrothBlog/status/1379857892250169346
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Interestingly, other assets from around the same point in development already resemble the rotating island seen on the final game's title screen and during inter-world cutscenes. This was most likely conceived as an alternate approach to the zoomed-out map, indicated by a series of more unique top-down map tiles and graphics for world names that align with the assembled island. The world name graphics come in two variations: one with ten worlds, and another with just five (compared to the final game's six). The names of these worlds indicate a very different set of themes to what is seen in the finished game, including a "Ghost Town," a "Bottomless Swamp," a "Palace of Sea," and "Earth Bowels." Both versions of the early world map feature sprites for Yoshi traversing these areas a-la Super Mario World.
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