List of Super Mario World 2: Yoshi's Island pre-release and unused content

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It has been requested that this article be rewritten and expanded. Reason: 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 Superstar Mario form was initially supposed to 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]

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]

Audio.svg Unused Song
SMW2YI Unused Song.oga

File infoMedia:SMW2YI Unused Song.oga
Audio.svg Unused Song (No Intro)
SMW2YI Unused Song (No Intro).oga

File infoMedia:SMW2YI Unused Song (No Intro).oga
Help:MediaHaving 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. ^ a b Haou Magazine, September 1995 issue interview with Shigeru Miyamoto. (English translation by Blackoak, retrieved March 08, 2016)