List of Super Mario World 2: Yoshi's Island pre-release and unused content: Difference between revisions
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The following tracks sound like distorted versions of the file select theme. 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.{{ref needed}} | The following tracks sound like distorted versions of the file select theme. They are related to the main theme, which suggests that they might have been used at one point during development but were scrapped. For some reason, Baby Mario's cry can be heard, its unknown why its there. The MIDI data contained might have had parameters changed.{{ref needed}} | ||
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Revision as of 16:59, June 17, 2023
It has been requested that this article be rewritten and expanded to include more information. Reason: some parts are badly written, badly sourced and/or contain misinformation, and there's even more on TCRF
This is a list of pre-release and unused content for the game Super Mario World 2: Yoshi's Island.
Early iteration
Nintendo's marketing department initially pressured Shigeru Miyamoto to have the game use pre-rendered 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]
During development, the game was subtitled Super Mario Bros. 5 on the Japanese logo,[3] and was referred to as such in at least one preview.[4] This was shortened to Super Mario in the final Japanese title, although the English localization retained the connection to Super Mario World. Additionally, the game was said to be in development for the Super NES CD-ROM add-on,[5] and was later rumored to be a 44 Mbit cart featuring Wario.[6]
Several gameplay mechanics were tweaked from early builds, such as Yoshi performing Egg Throws closer to how they do in the Super Smash Bros. series and being able to lick up yellow walls of dirt,[7] as well as Piranha Plants needing to be touched to pop after withering.[8]
Early concepts
- 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".[9] One of them was to have Yoshi move independently from Baby Mario and guide him around the levels.[10]
- The Powerful Mario form was originally supposed to transform Baby Mario into an adult, mustachioed version of himself, but it was pointed out this concept would seem strange. Shigeru Miyamoto joked he still prefers this early idea to the final version.[10]
In late July of 2020, the source code for many prototypes of Super Nintendo games were dumped online, and include many sprites showing various entities in different stages of creation, as well as wholly unused concepts.
A Burt-like creature
An early Hookbill the Koopa
An early Big Baby Bowser, resembling adult Bowser
A big bomb to be used instead of Giant Eggs against Big Baby Bowser
Unused graphics
An unused sprite of Yoshi and rotations of a magnet. The Yoshi sprite is a remnant of an early animation,[12] while the magnet was hooked to the Helicopter in unused minigames.[13][14]
An early sprite of the Vehicle transformation
A sprite of Baby Mario sitting in a different art style than the used Baby Mario sprites, meant for an unused minigame.[14]
An unused but fully coded Missile Bill, but it appears in the level Endless World of Yoshis in the GBA port
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. This does appear in the GBA port, however.
Either an early Nipper Plant, a Muncher, or an early Piranha Plant bud
An early Sluggy
A spinning wrench, indicative of Rocky Wrenches
An unused animation of a Shy-Guy lifting an object. The feet are missing due to being separate graphics from Shy-Guys' bodies.
Sprites of a Shy-Guy and Tweeter from Super Mario All-Stars
A defeated pose for Bandit, intended for minigames
A large Grinder resembling Donkey Kong
A Dragon Coin, which may have possibly been replaced with 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
The following tracks sound like distorted versions of the file select theme. They are related to the main theme, which suggests that they might have been used at one point during development but were scrapped. For some reason, Baby Mario's cry can be heard, its unknown why its there. The MIDI data contained might have had parameters changed.[citation needed]
References
- ^ The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World, p. 518.
- ^ "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.
- ^ Akfamilyhome (July 24, 2020). Twitter post featuring gameplay of a Yoshi's Island prototoype. Twitter. Retrieved July 24, 2020.
- ^ Nintendo Magazine System (AU) Issue #30, page 10.
- ^ Nintendo Magazine System (AU) Issue #2, page 62. "As mentioned in Nintendo News Network last issue, not much is known at this stage, but we believe that the Super CD will be the same size as the Super NES. It will connect by the external port on the Super NES and the two units will become one by piggybacking. Super Mario 5 is said to be coming out on Super CD."
- ^ Nintendo Magazine System (AU) Issue #22, page 11. "MARIO STRIKES BACK! With Donkey Kong currently the star of the Nintendo camp, many people have been wondering where and when his arch enemy Mario will turn up next. Where’s the sequel to Super Mario World? Be patient, my pretties, for it is on the way. Mario will return to the Super NES next year in an all new adventure set to make his first Super NES game look like a stroll in the playground! The new Mario game will take up a whopping 44 Mbits of memory and will possibly be a two-player adventure featuring Wario! When will it be out? Will the cart contain Nintendo’s new 32bit processor? Find out soon in NMS."
- ^ lombTV. 7/24/2020 ROM Information Dump. Retrieved July 25, 2020.
- ^ potatoTeto (July 24, 2020). Twitter post featuring gameplay of a Yoshi's Island prototype. Twitter. Retrieved July 24, 2020.
- ^ "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.
- ^ a b Haou Magazine, September 1995 issue interview with Shigeru Miyamoto. (English translation by Blackoak, retrieved March 08, 2016)
- ^ Development:Super Mario World 2: Yoshi's Island/Sprites#Bone Yoshi. The Cutting Room Floor. Retrieved October 30, 2021.
- ^ Development:Super Mario World_2: Yoshi's Island/Sprites#Yoshi. The Cutting Room Floor. Retrieved October 30, 2021.
- ^ a b potatoTeto (July 24, 2020). Twitter post featuring gameplay of a Yoshi's Island prototoype. Twitter. Retrieved July 24, 2020.
- ^ a b potatoTeto (July 24, 2020). Twitter post featuring gameplay of a Yoshi's Island prototoype. Twitter. Retrieved July 24, 2020.
- ^ a b Akfamilyhome (July 24, 2020). Twitter post featuring gameplay of a Yoshi's Island prototoype. Twitter. Retrieved July 24, 2020.
- ^ Proto:Super Mario World 2: Yoshi's Island/ys romX 0#Bomb. The Cutting Room Floor. Retrieved October 30, 2021.
- ^ potatoTeto (July 24, 2020). Twitter post featuring gameplay of a Yoshi's Island prototoype. Twitter. Retrieved July 24, 2020.