Proto:Super Mario World 2: Yoshi's Island/ys rom 0 D
This is a sub-page of Proto:Super Mario World 2: Yoshi's Island.
To do: There's way too much duplicate info here. This page should only cover the differences from the previous prototype build. Additionally, the Audio Differences need proper comparisons. |
The ys_rom_0_D prototype of Yoshi's Island was found in the July 24, 2020 Nintendo leak. Dated December 19, 1994, it's rather similar to the ys_romX_0 build from the same leak, though a number of changes have happened in the two weeks since that build.
To get the ROM working, change 30 to 20 at 0x7FD5 to correct the header. Depending on the emulator, you may also need to change 03 to 05 at 0x7FBD.
Contents
General Differences
Countless differences that were in the ys_romX_0 build also apply here, so below are the changes in this build:
- Yoshi builds up momentum much faster than in ys_romX_0, though his top speed is still slower than in the final.
- Some stages either had minor alterations, or were replaced entirely.
- The items that get preloaded into the inventory under File 1 have corrupted graphics in this build, but still work as intended.
Graphical Differences
Title Screen
Proto | Final |
---|---|
The title screen logo was replaced with a larger simplified design. It was reverted to the previous logo in the final game.
Hookbill the Koopa
Proto | Custom Palette | Final |
---|---|---|
In this prototype, Hookbill the Koopa still uses a palette left over from his earlier design. When applying a more appropriate palette to this version's sprites, extra shading can be seen that is not in the final version. Also, X tiles and a Green Glove/Slugger frame exist in the spots where his hurt expression and broken shell shards reside in the final game.
Audio Differences
Despite now featuring the music and sounds from Yoshi's Island, the audio is still far from being finalized. For one, there's no level start music.
Music
Some tracks are different.
Map
Proto | Final |
---|---|
The level select uses a different rendition of the final's Prologue theme, with a proper flute and brass melody line, parts not heard in the final arrangement.
Score
Proto | Final |
---|---|
The Score Count music lacks bongos, and has pluckier, but quieter, arpeggios.
Game Over
Proto | Final |
---|---|
The guitar in the game over jingle is pluckier.
Player Down
Proto | Final |
---|---|
The death jingle lacks the first three notes, while the last two notes end at a different pitch and quicker.
Sounds
To do: Rip the "hurry up" fanfare and any sounds that are different compared to the final in question. |
There are countless missing, or altered, sounds, like the missing sound effect for selecting a level.
- When the Baby Mario timer falls below 10, a Yoshi's Island-style remix of the Mario series' "Hurry Up" fanfare plays, and the level music speeds up. The music will return to normal once the timer goes above 10 again.
- Different sound for the Goal's Flower Roulette.
- Different sound effect for losing a second on the Baby Mario timer.
Level Differences
While most levels have barely had any changes since the ys_romX_0 build, there are still some changes that happened. Note that all levels in this build use the same music, which was retained for some levels of the final version (most famously "Touch Fuzzy Get Dizzy").
World 1 The world of gooey blobs. |
World 2 Move over Piranha Plant! Ghost Plants are where it's at! |
World 3 That's a lot of turtles... |
World 4 Poochy strikes back! |
World 5 You've heard of lunar rabbits, now get ready for lunar ravens! |
World 6 Look, it's from Baby Bowser! |