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Proto:Super Mario World 2: Yoshi's Island/ys romX 0/World 6

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This is a sub-page of Proto:Super Mario World 2: Yoshi's Island/ys romX 0.

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This sub-page details all the levels of World 6.

World 6-1

Ys romX 0 & ys rom 0 D w6-1 Preview.png

This level is a maze, most likely an earlier version of World 6-6, but with much more defined rooms. The second, and last, part of the level is a different version of World 6-2's first cave room.

World 6-2

Ys romX 0 & ys rom 0 D w6-2 Preview.png

While the level design itself doesn't seem to match up with any level in the final game, the cave theming and level gimmicks, being centered around sand and Chomp Rocks, seems to hint at this being a much earlier rendition of 6-5: The Very Loooooong Cave.

This earlier rendition also puts an extra focus on stomping posts, complete with a hilariously long post to stomp. It's also home to the a Boo Blah variant holding a Piro Dangle in its hands, which goes unused in the final game. The fifth Flower is extremely difficult to obtain, due to the equally complex method of accessing the upper fork.

World 6-3

Ys romX 0 & ys rom 0 D w6-3 Preview.png

While the first half is another cave level that doesn't seem to match up with anything in the final game, and also contains the unused Boo Blah with Piro Dangle variant, the second half seems to be a much earlier rendition of 6-1: Scary Skeleton Goonies!

World 6-4

Ys romX 0 & ys rom 0 D w6-4 Preview.png

What seems to be an earlier rendition of 6-4: Tap-Tap The Red Nose's Fort. Unlike the final version of that level, there's a long section where Yoshi has to pop multiple Helicopter transformation balloons in order to ascend and reach the Warp Block at the end of the segment. There are vertical pseudo-3D pipes in this level, but in this prototype they all send Yoshi to a copy of the World 1-1. You can only move around the level in "free flight" mode, because the camera locks itself behind the pipe you warp through.

The level can't be completed due to the final room, which is almost empty and is devoid of exits. However, in the very final room of the level, the camera hints at an unknown object that was removed since previous prototype builds: Yoshi lands on something right after entering, and can even walk on this thing.

Entrance Ghost Guys and a horizontal pipe. Entrance to the second part. Helicopter action.

World 6-5

Ys romX 0 & ys rom 0 D w6-5 Preview.png

Reminiscent of the Final's World 6-5, only instead of an alternate route with a door, there are Mini-Game Doors, and after exiting from the mini-games, the auto-scrolling is disabled. The level palette is more lava colored here than the final version's cave colors.

World 6-6

Ys romX 0 & ys rom 0 D w6-6 Preview.png

The first half of this level is an earlier version of World 6-3: Beware The Spinning Logs, while the second half of the map is similar to the second part of World 6-2, with different graphics. The early 6-2 half also lacks music.


World 6-7

Ys romX 0 & ys rom 0 D w6-7 Preview.png

A level that seems to have inspired other levels in the final. The second room has an autoscrolling falling block section, which was later simplified and moved to World 2-3 in the final game. The cloud after this section is a trap, and it will seal off the next section with a bridge.

The next part of the same room is a Door Maze, similar to World 3-8's.

The third room is an odd one. it contains a series of clouds that the player must hit, then they must run into a wall and return to where they started. A ladder will appear after that, leading towards the Goal ring.

World 6-8

Ys romX 0 & ys rom 0 D w6-8 Preview.png

A very broken and unfinished castle level with plenty of glitchy, incorrect graphics. This is an earlier version of an unused area in the final game.

At the end of the first area awaits a plethora of pipes, which all lead to the same sewer area.

None of the enemies in the sewer section use correct graphics, either, and the area lacks a background. The lower-right exit leads to an empty room, where you immediately fall to your death, while the upper-right exit leads you to the next area.

The third area seems to be on top of the Castle, and the level's midway point, judging by the checkpoint. The first two pipes return you to the sewer area, while the last two pipes lead you to the empty room. Aside from almost every object still loading the wrong graphics, there's also a pipe blocked off by a cork, unlocked by a key, as well as a small lava pool. On the other side of the lava pool is nothing, making this the end of the level.