Yoshi's Island Unused

Back in 1995, I thought I knew what a Mario game was. Running left to right (or maybe down to up). Jumping on things. Eating mushrooms to get big. Flying, sometimes. You know the drill. Then Yoshi's Island came along and showed that Mario games could be about a lot more than that.

Super Mario World 2: 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. Aug 12, 2008  Sprites unused in the final SNES game. Credits to Mushroom Kingdom.net The tree is pretty cool.

Yeah, you were still running through levels and jumping on things, but the myriad ways Yoshi's Island expanded on the Mario formula made it feel like an entirely new game. Yoshi went from an occasional helper in Super Mario World to a permanently controllable character in Yoshi's Island, tasked with protecting a near-helpless Baby Mario riding on his back. Yoshi's oversized tongue let players slurp up enemies and transform them into projectile eggs that could be fired in any direction. What used to be a run-and-jump series was now run-and-jump-and-slurp-and-shoot game, and the Yoshi's Island designers built levels that catered to these new abilities wonderfully.

But the true key to Yoshi's Island's appeal, to me, is the flutter jump. If you continue to hold the jump button after the peak of Yoshi's arc, he'll kick his feet in the air to first slow his descent and then start floating upward again, achieving a new, slightly higher peak. If you have enough elevation, you can flutter multiple times before eventually floating to the ground. This new feature added a crucial, extra bit of post-jump precision to the standard Mario jump, and allowed for a lot of platforming challenges that required mid-air direction changes or extra-long flutter leaps. It's hard to explain to someone who's never played Yoshi's Island just how right it feels to trace a series of gentle, perfect curves through the air with a well-timed executed series of flutter jumps.

Then there's the way the game looks. Mario games have always been bright and colorful, but Yoshi's Island brought a hand-drawn aesthetic that really captured the game's sense of childlike wonder. From the gentle pastel backgrounds to the stark black outlines of the primary-colored characters and enemies, there's the slightest bit of imperfect sloppiness to the visual design that evokes a grade schooler's dream world more than a pixelated game system.

Yoshi

A lot of people don't realize that the 2D sprites in Yoshi's Island were backed up by a version of the polygon-pushing Super FX chip—the same one that powered early 3D SNES games like Star Fox and Stunt Race FX. This allowed for massive bosses that could stretch, rotate and move with a smoothness that was unknown in games at the time, but also provide subtler effects like the way Yoshi's head compresses a little bit when he bonks it against the ceiling. The Super FX powered character animation carries a level of detail that makes the characters seem much more lively than the keyframe animation of previous Mario games.

Avoiding enemies is still important in Yoshi's Island, but getting hit one or two times usually isn't an instant death, as in previous Mario games. Instead, you can just quickly recapture the floating Baby Mario and continue on with the level. It's an important change for a game that marks a transition point of sorts from the simpler 'get to the end without dying' Mario games that came before to titles that focused more on exploration and secondary goals.

Yoshi's Island doesn't have a time limit, allowing players to search out the five giant flowers and 20 hidden red coins in each level to their heart's content. Finding these bonuses isn't necessary to beat the game, but searching out a perfect score on each level provides a great excuse to go back and really absorb all the nooks and crannies of the excellent, puzzle- and secret-filled level design. Plus, finding all the secrets on each level unlocked a series of six extra-hard bonus stages. You know a game is good when you're excited that the reward for playing well is that you get more levels to play.

That's because every new level in Yoshi's Island showed more originality and imagination than the entirety of many other platform games of the day. There are enemy monkeys that spit watermelon seeds at Yoshi and try to run off with Baby Mario. There are giant, screen-filling Chain Chomps that try to chase Yoshi down (before inevitably falling and chipping a tooth on a cement block). There are items to transform Yoshi into vehicles ranging from a helicopter to a submarine. There's a spike-proof dog that serves as a barely controllable transport. There's the infamous level where Yoshi gets high (sorry, 'dizzy') by inhaling floating spores. You never know what to expect when you unlock a new level in Yoshi's Island, and that expectation of new content keeps you going at least as much as anything else.

The magic of Yoshi's Island has proven hard to recapture. I'll never forget the feeling of disappointment I felt when I bought Yoshi's Story on the N64 only to realize it was a pale, simplified shadow of the game that inspired it. Years later, Yoshi's Island DS did its best to expand on the SNES classic, but everything from the controls to the level design just felt the tiniest bit off. The Game Boy Advance rerelease of the original Yoshi's Island might just be the quintessential version of the game, featuring six new unlockable stages that feel perfectly integrated into the larger whole.

Unused

The radical experimentation of Yoshi's Island holds up amazingly well even nearly two decades after its first release, and stands as a testament to how even the most well-known and beloved series can be tweaked and expanded successfully.

Previous Masterpiece articles

Island

It has been requested that this article be rewritten and expanded to Some or all parts are badly written, badly sourced and/or contain misinformation.

This is a list of pre-release and unused content for the game Super Mario World 2: Yoshi's Island.

Early iteration[edit]

Nintendo marketing department initially pressured Shigeru Miyamoto to have the game use prerendered 3D sprites similar to Donkey Kong Country.[1] The 3D models of Baby Mario and Yoshi used in the introduction are leftovers of this period of development.[2]

Early concepts[edit]

  • The developers experimented with several concepts for two of five years of development before settling with the final idea of 'a game where even though you hit enemies, you don’t die'.[3] One of them was to have Yoshi move independently from Baby Mario and guide him around the levels.[4]
  • The Powerful Mario form was initially supposed to transform Baby Mario into an adult, mustachioed Mario but it was pointed out this concept would seem strange. Shigeru Miyamoto joked he still prefers this early idea to the final version.[4]

Unused graphics[edit]

  • An early sprite of Yoshi spitting out seeds

  • An unused sprite of Yoshi and some magnets. Possibly indicative of a scrapped transformation

  • Early sprites of Yoshi skiing

  • An early sprite of the Vehicle transformation

  • An unused plane transformation

  • An unused mushroom transformation

  • An unused tree transformation

  • An early Train crossing the rails. The final version has a red 'nose' instead of matching the Yoshi's color

  • Several unused Baby Mario sprites. The kanji is 仮, meaning 'temporary'

  • An unused sprite of Baby Mario crawling

  • An unused sprite of Baby Mario striking a victory pose

  • A sprite of Baby Mario sitting in a different artstyle than the used Baby Mario sprites

  • An unused but fully coded Missile Bill, but it appears in the level Endless World of Yoshis in the GBA port

  • An unused Bob-omb

  • An early sprite of a Big Boo

  • An early sprite of a Boo

  • A mockup of an Incoming Chomp using the right half of the sprite. The game only uses the left half and mirrors it

  • Either an early Nipper Plant, a Muncher, or an early Piranha Plant bud

  • An early Sluggy

  • A spinning wrench, possibly indicative of Rocky Wrenches being planned as enemies

  • Possibly the lower half of a Rocky Wrench

  • An unused animation of a Shy Guy lifting an object

  • An unused, smaller Shy Guy with orange highlights on its head and arms

  • An early, smaller Snifit closer resembling the Shy Guy design

  • Sprites of a Shy Guy and Tweeter from Super Mario All-Stars

  • An unused sprite of a Bandit, likely intended for minigames

  • A large Grinder resembling Donkey Kong

  • A Dragon Coin, which may have possibly been replaced with Smiley Flowers

  • A ? Block

  • An alternate sprite of a Crate found in the stone bridge tileset, as the final one is depicted on it front side, and lacks the Question Mark

Unused Music[edit]

The following music sounds distorted in places. They are related to the main theme, which suggests that they might have been used at one point during development but were scrapped. The MIDI data contained might have had parameters changed.[citation needed]

Unused Song
File info
Unused Song (No Intro)
File info
Help:Media • Having trouble playing?

References[edit]

  1. ^The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World, p. 518.
  2. ^'Due to the success of Donkey Kong Country, a similar CG visual style was considered for Yoshi’s Island before swinging the completely opposite direction. Early CG graphics can still be seen in some of the game’s cinematics.' - Playing With Super Power: Nintendo Super NES Classics eGuide, Super Mario World 2: Yoshi's Island 16 Bits Tab.
  3. ^'Yoshi’s Island was in development for five years. The first two years were spent experimenting with different ideas, including a concept that would have seen Yoshi guiding Baby Mario through stages instead of giving him a ride.' - Playing With Super Power: Nintendo Super NES Classics eGuide, Super Mario World 2: Yoshi's Island 16 Bits Tab.
  4. ^ abHaou Magazine, September 1995 issue interview with Shigeru Miyamoto. (English translation by Blackoak, retrieved March 08, 2016)
Pre-release and unused content
Donkey Kong franchisePlatformersDonkey Kong seriesDonkey Kong Jr.
Donkey Kong Country seriesDonkey Kong CountryDonkey Kong Country 2: Diddy's Kong QuestDonkey Kong Country 3: Dixie Kong's Double Trouble!
Donkey Kong Land seriesDonkey Kong LandDonkey Kong Land 2Donkey Kong Land III
OtherDK: Jungle ClimberDK: King of SwingDonkey Kong 64Donkey Kong Jungle Beat
Diddy Kong Racing seriesDiddy Kong Racing
Mario vs. Donkey Kong seriesMario vs. Donkey KongMario vs. Donkey Kong 2: March of the Minis
OtherDonkey Kong Barrel Blast
Mario franchisePlatformersSuper Mario seriesNew Super Mario Bros.New Super Mario Bros. 2New Super Mario Bros. UNew Super Mario Bros. WiiSuper Mario 3D LandSuper Mario 3D WorldSuper Mario 64 (Super Mario 64 DS) • Super Mario All-StarsSuper Mario Bros.Super Mario Bros. 2 (Super Mario Advance) • Super Mario Bros. 3 (Super Mario Advance 4: Super Mario Bros. 3) • Super Mario GalaxySuper Mario Galaxy 2Super Mario Land 2: 6 Golden CoinsSuper Mario OdysseySuper Mario SunshineSuper Mario World
OtherCaptain Toad: Treasure TrackerHotel MarioLuigi's MansionLuigi's Mansion: Dark MoonMario is Missing!Super Mario Maker (Super Mario Maker for Nintendo 3DS) • Super Princess Peach
Spin-offsMario Kart seriesSuper Mario KartMario Kart 64Mario Kart: Super CircuitMario Kart: Double Dash!!Mario Kart DSMario Kart WiiMario Kart 7Mario Kart 8Mario Kart Arcade GP
Mario Party seriesMario PartyMario Party 2Mario Party 3Mario Party 6Mario Party 7Mario Party 8Mario Party 9Mario Party AdvanceMario Party DSMario Party: Island Tour
RPGsPaper Mario seriesPaper MarioPaper Mario: Color SplashPaper Mario: Sticker StarPaper Mario: The Thousand-Year DoorSuper Paper Mario
Mario & Luigi seriesMario & Luigi: Bowser's Inside StoryMario & Luigi: Dream TeamMario & Luigi: Paper JamMario & Luigi: Partners in TimeMario & Luigi: Superstar SagaMario & Luigi: Superstar Saga + Bowser's Minions
OtherSuper Mario RPG: Legend of the Seven Stars
Mario sportsMario Golf seriesMario Golf: World Tour
Mario Tennis seriesMario TennisMario Power TennisMario's Tennis
OtherMario Sports MixMario Strikers ChargedSuper Mario Strikers
Wario franchisePlatformersWario Land seriesWario Land: Super Mario Land 3Wario Land IIWario Land 3Wario Land 4Wario Land: Shake It!
OtherWario World
WarioWare seriesGame & WarioWarioWare, Inc.: Mega Microgame$!WarioWare: Smooth Moves
Yoshi franchisePlatformersYoshi's Island seriesSuper Mario World 2: Yoshi's IslandYoshi's Island DSYoshi's New Island
Yoshi platform seriesYoshi's StoryYoshi's Woolly World
CrossoversMario & Sonic seriesMario & Sonic at the Olympic Games
Super Smash Bros. seriesSuper Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. for Nintendo 3DS / Wii U
OtherGame & Watch Gallery 4Fortune Street
MiscellaneousDrill Bit • Mario's FaceSuper Mario Bros. film • List of unreleased media
[Edit]
Yoshi's transformations
Ball Yoshi • Blimp Yoshi • Boat Yoshi • Bobsled Yoshi • Bulb Yoshi • Car Yoshi • Dash Yoshi • Helicopter Yoshi • Hot-Air Balloon Yoshi • Jackhammer Yoshi • Mega Yoshi • Mermaid Yoshi • Mine-Cart Yoshi • Mole Tank • Mole Yoshi • Moto Yoshi • Mushroom* • Plane* • Ship Yoshi • Ski Yoshi • Sky Pop Yoshi • Snowball Yoshi • Star Yoshi • Submarine Yoshi • Super Happy Yoshi • Super Yoshi • Train • Tree* • Umbrella Yoshi • Winged Yoshi
* Unused transformations
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