This article pertains to the beta elements of Super Mario World 2: Yoshi's Island.
Unused Backgrounds[]
Graphics[]
Unused Variations/Palettes[]
Unused Graphics[]
Yoshi[]
Baby Mario[]
Enemies[]
Image | Enemy Name | Description |
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Sluggy | An early version of the Sluggy enemy, being much larger and more rounder compared to the final design. |
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Grinder Kong | A giant version of the Grinder enemy, originally planned as an Easter Egg for Donkey Kong, having an attack to throw barrels (just like in the original Donkey Kong video game) |
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Nipper | A Nipper having Red with White spots on itself, looking more like a Piranha Plant. |
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Rocky Wrench | Only the wrench and leg animations are what's left in the game's files. However, there is no Mario game that has this enemy walk as it stays underground the whole time. |
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Shy Guy | An unused animation of a Shy Guy meant to be holding a fishing rod, which was seen in early development of the game. |
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Kaboomba | An early version of the cannonball fired by the Kaboomba. |
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Huffin' Puffin | Two unused frames of Huffin' Puffin. |
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Baby Bowser | A small rock, which meant to be seen in the Baby Bowser fight. |
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Super Mario All-Stars' enemies | A Shy Guy and a Tweeter, imported from the All-Stars version of Super Mario Bros. 2. |
Objects[]
Miscellaneous[]
Unseen Graphics[]
Although they are used in-game, parts of them cannot be seen by normal means.
Unused Sprites[]
Image | Name | Description |
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N/A | Mouser in Nest | It hides behind the terrain and will emerge a second after too from the ground and look around to then hide behind the terrain again. If Yoshi is near the sprite, it won't appear. They have a similar pattern to what the Piranha Plants are within the Pipes in Super Mario Bros. |
N/A | Thunder Lakitu | Although Thunder Lakitus are used in game, there are never two on screen at the same time. As they attack simultaneously, it causes massive slowdown with sprites tending to vanish. No Mario game at this time had more than one Lakitu attacking until the New Super Mario Bros. series, along with Super Mario Maker |
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Red Bullet Bill and Cannon | The Red Bullet Bill follows the player, opening and closing it's mouth, later on slowing down until coming to a stop where it then destroys itself. The enemy is fully functional as it's unknown why it went unused. It was later added in the Secret Level for World 6 in Super Mario Advance 3: Yoshi's Island. |
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Boo Blah and Piro Dangle | A Boo Blah holding a Piro Dangle, which drops out of the Boo Blah's hands if defeated. Either way, their behaviors are just the same as they are separately. |
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Bubble Flower | It's possible that the Egg Plant would spit bubbles out when there are no more eggs. Instead though, it blows out air. Although it remains unused, it can be seen in the prototype version. |
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Double Swap Platform | Hitting the rotating block causes both platforms to rotate around the center 180 degrees, pausing halfway, with the object making a slamming noise every time the platforms stop moving. While the platforms are in the process of moving, the block in the center is shown red and upside-down, and cannot be hit again. Unlike the regular Rotation Block sprite used in-game, the one in the center does not budge when hit. |
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Cactus Jack | The Cactus Jack enemy has an unused behavior where three of them will fall down and form a stack. As long as one Cactus Jack is left, more will come down. |
N/A | Morph Bubbles | There is an unused behavior morph bubbles that depending which side of the screen the sprite is first seen, it will float horizontally towards Yoshi. In-game, it never goes anywhere. |
Unused Transformations[]
Image | Name | Description |
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Mushroom | In the prototype version, Yoshi could just hop left or right and glide in the air (whilst holding B). |
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Plane | A simple plane, which was most likely replaced by the helicopter transformation. Yoshi does get one in Yoshi's Woolly World however. |
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Tree | A walking tree, Unknown what it could've been used for, but could have a resemblance to the car? |
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Bomb | A Bomb, which explodes all enemies around Yoshi if used. Due to how OP it seems to be, it was possibly the reason of it being scrapped. |
Unused Text[]
(Cut) Alternate Tutorial Chalkboards[]
Miscellanious[]
Unused Area[]
Cut Mini-Game Battle Content[]
Cut Games[]
Image | Description |
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SMW2LostBonus3.png | A plain Mini-Battle room, having a timer and scores like the coin collecting game. However, there are no gaps in any of the walls. |
SMW2LostBonus1.png | A mini-game that seemed to have been somewhat similar to a defender game. It has a 99-second timer with a score board for the Bandit, having four points. There are also broken tiles for both the missile generators and houses. The missile graphics are only present in the Japanese version of the game. |
SMW2LostBonus2.png | In this minigame, the player would have to transform Yoshi into a Helicopter and must then steal items from the Bandit's minecart as they drop them into another minecart that's operated by Baby Mario. Beating the Bandit's score before reaching the end of the track will have the player win the game. A mini-map can also be seen at the top of the screen, marking the length of the track left. |
Objects and Characters[]
Unused Tilesets and Objects[]
Unused Palettes[]
Unused Island Sprites[]
World Map's Hidden Tiles[]
Early Graphics and Level Design Leftovers[]
Early Graphics[]
Level Design Leftovers[]
Image | Level | Description |
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(World 1-2) Watch Out Below! | There is a winged cloud placed above the Chomps in the middle of the level. Since there is no terrain near the sprite, the screen will never pan to it, and it's also too far away making it almost impossible to hit it with an egg. |
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(World 1-4) Burt's the Bashful's Fort | After the lava pit with the pink moving platforms, there is a wall ledge that does not appear as there is no wall object placed behind it whatsoever. The platform itself is three blocks wide and hints that the surrounding area was originally different at one point during development. |
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(World 1-C) Salvo the Slime's Castle | Two Super FX rotating platforms (highlighted in light blue) and a transparent tile (highlighted in tan) can be found on screen above the used rotating platforms. |
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(World 2-7) Lakitu's Wall | In the room where the player gets a car, a helicopter bubble can be found lodged in the ceiling above the first part of the room. It is possible to reach its location, but the top part area of the room is cut off and as such would never be seen in anyway. |
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(World 3-1) Welcome to Monkey World | In the second room of the level, several sprites can be found under the ground (even in an empty void). These include Grinders, a Piranha Plant, and a watermelon (which are placed next to one of the Grinders). Note that the Grinders carrying the watermelons in the final game are separate sprites, so this placement is unusual. |
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(World 3-4) Prince Froggy's Fort | The hidden room of the level has evidence of an earlier design with a different exit. Special tiles (shown in purple) prevent the camera from scrolling up into the top left portion of the room, with an "exit-to-the-side" sprite hovering above the ground a little bit. As the corresponding exit for it is gone, the warp will only lead to the default location. |
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(World 4-1) GO! GO! MARIO! | A lone bouncing Green Koopa Paratroopa sits in the middle of the ground in the first room of the level at coordinates (7C,7C). |
N/A | (World 4-4) Marching Milde's Fort | Originally, the hub room of the level (and all four branches) were located in the same room (55). At some point, the right-hand side branches were relocated to a new room, (AA). However, a few sprites were overlooked during the duplication and cleanup process. As such, a Snifit and two Bullet Bill blasters can be found in room 55, along with a Lava Bubble and bucket can be found in room AA, all floating out in the middle of nowhere. Interestingly, the bucket copy indicates it was once three blocks to the right from its final position. |
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(World 4-8) Hookbill the Koopa's Castle | In the first room, there is a section where two Koopas fall from holes in the ceiling. However, the level data shows that there was originally a third Koopa. But for whatever reason, the third hole in the ceiling was removed leaving that Koopa stranded.
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(World 4-E) The Impossible? Maze | The level actually has two Goals, with the second one located past the first one and off the ground, at the far end of the room. Since the first Goal sprite prevents the camera from scrolling past it, the player never gets to see it. If the he/she were to somehow reach the second Goal, it would appear inside the wall near the ceiling. |
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(World 4-4) Sluggy the Unshaven's Fort | In the section with the Platform Ghost (where a 1-Up Wing Cloud can be obtained), there is a second arrow pointing up at the cracked block instead of one. However, the arrow is placed so low that most of it is cut off by the screen, leaving only a couple of black pixels on a black background. A trained eye can notice them when the Platform Ghost passes behind it. |
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(World 5-7) Shifting Platforms Ahead | There is a flower out of place that can be found high above the jagged line guide section, at coordinates (6A,08). Because no terrain is present in this section of the level, the camera won't pan to it. It seems to be too far out of reach for an egg to hit it, but it is doable.
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(World 6-5) The Very Loooooong Cave | In the beginning section of the last room of the level, there is a closed door that the player exits when coming from the alternate path. However, there is a screen exit that leads back to the alternate path's door, meaning it was not always meant to close. Backtracking would have allowed the player to bypass the autoscroll in the alternate path room, indicating that this change was made to fix a developer oversight, or that the alternate path was not always autoscrolling. |
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(World 6-7) KEEP MOVING!!!! | At the top of the dark bonus room in the level, there is a hidden line of coins above the wall. While this isn't actually unused, it is incredibly obscure and never hinted at. Because the exit warp blocks the right side of the path, the only way to reach them is to transport a Little Mouser from below to the ledge Yoshi starts on and bounces off of it while it is hopping. |
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(World 6-E) Castles - Masterpiece Set | In the very first room of the level (near the start), there is a hidden platform ledge. Like the one in World 4-8, it doesn't appear due to no wall being behind it. The placement of this two-block-wide ledge suggests that the room underwent a significant change in layout. |
External Links[]
Super Mario World 2: Yoshi's Island on The Cutting Room Floor.