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This is a list of pre-release and unused content for the game Super Mario World 2: Yoshi's Island.
Early iteration
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]
During development, the game was subtitled Super Mario Bros. 5 on the Japanese logo.[3] This was shortened to Super Mario in the final Japanese title, although the English localization retained the connection to Super Mario World.
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".[4] One of them was to have Yoshi move independently from Baby Mario and guide him around the levels.[5]
- 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.[5]
Unused graphics
An early sprite of the Vehicle transformation
An unused sprite of Baby Mario crawling, originally used when hit instead of floating away and crying in a bubble[6]
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. 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, possibly indicative of Rocky Wrenches being planned as enemies
An unused animation of a Shy-Guy lifting an object. The feet are missing due to being separate graphics from Shy-Guys' bodies.
What appears to be early versions of Woozy Guy's sprites with orange highlighting.
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
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]
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.
- ^ "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)
- ^ a b Akfamilyhome (July 24, 2020). Twitter post featuring gameplay of a Yoshi's Island prototoype. Twitter. Retrieved July 24, 2020.