This is a sub-page of Development:Super Mario World 2: Yoshi's Island.
1992
Originally, the rotating map of Yoshi's Island that appears on the title screen served as the world map from which Yoshi would access the game's levels. What's more, there was to be a small and big version of this map, the latter being a zoomed-in version of the former, presumably toggled between by using the lens. All maps categorized as "small" appear to be iterations on each other, as do all maps categorized as "big".
Early Super Mario World Map#
This early Mushroom Kingdom map, which seems to have been created in 1989, was originally found in Super Mario World gigaleak files. However, the Yoshi's Island files have several unique versions of it. The file dates vary, making it difficult to classify.
SMW Small Map#
map-small-bak.SCR |
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SMW Big Map#
map-big.SCR |
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{| class="wikitable" style="margin: auto;" ! map-big-0-BAK.SCR
21 July 1992 ! map-big-1.SCR
26 May 1992 |- |
| |- ! map-big-2.SCR
24 June 1992 ! map-big-3-bak.SCR
02 July 1992 |- | |
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1992-05#
1992-05 Map Objects#
Multiple animations of Yoshi traversing the overworld, including some animations of Yoshi eating something.
map-OBJ.OBJ |
map-OBJ-1.OBJ |
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{| class="wikitable" style="margin: auto;" !map-OBJ-bero-0.OBJ
27 May 1992 20:12 !map-OBJ-bero-1.OBJ
27 May 1992 20:08 |- |
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1992-06#
Tilesets for a "small" overworld map, similar to Super Mario World's. They are very similar to the early overworld graphics found in Super Mario World's leaked source files.
1992-06-04 Small Map#
map-BG-small-new.CGX |
map-new.MAP |
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1992-06-09 Small Map#
map-BG-small-mono.CGX |
map-mono.MAP |
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1992-06 Map Objects#
A cute bouncing egg.
map-OBJ-egg.OBJ |
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1992-07#
1992-07 Small Map#
Assembled versions of the tileset seen in map-BG-small-pop, with and without reused tiles. The island design was used in the final game for the title screen.
map-BG-small-pop.CGX |
map-BG-small.CGX |
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{| class="wikitable" style="margin: auto;" ! map-BG-small-pop-bara.CGX
02 July 1992 13:26 ! map-BG-small-pop-sanple.CGX
02 July 1992 17:17 |- | |
|}
The differences between the .SCR incarnation of the overworld and the .CGX incarnation are barely discernable, but they include having an extra cloud and fewer mushroom-shaped islands on the right.
map-BG-small-pop-sanple.CGX |
map-small.SCR |
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1992-07 Big Map#
map-zone-0.CGX |
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{| class="wikitable" style="margin: auto;" ! map-zone-0.MAP
29 July 1992 |- |
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A tileset for an even more zoomed-in version of the "big" map above.
map-BG-big-pop.CGX |
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1992-07 Location Names#
Early world map location names that align perfectly with the features seen in the July map. "Dragon" and "Mountains" are misspelled as "Dolagon" and "Mowntains".
map-obj-sanple.OBJ |
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1992-07 Map Objects#
A magnifying glass, likely used when switching between the big and small versions of the map. It seems that little code remains to indicate what it would have done. However, ツール\ctools\lens.c relates to it.
map-lens.OBJ |
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Objects for the overworld map(s). Multiple sizes of Yoshi's sprites are present, possibly meant to be used depending on the size of the map. The medium-sized Yoshi sprites are used in the final game during the castle destruction scenes.
map-OBJ-teki.CGX |
map-OBJ-BAK.CGX |
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map-obj-sanple-2.OBJ |
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map-player-new.OBJ |
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1992-08#
1992-08 Big Map#
The first iteration of this map is from very late in July, but it's included in this section due to its similarity to the August map, and because it represents a marked shift in style from the earlier July maps.
map-zone-0.CGX |
map-BG-big.CGX |
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{| class="wikitable" style="margin: auto;" ! map-zone-0.MAP
29 July 1992 ! map-big-0.SCR
08 August 1992 |- |
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|}
1992-08 Map Objects#
map-OBJ.CGX |
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1992-11#
1992-11 Map Background#
NEWS\テープリストア\NEWS_11\hino\yoshi\color-kumo-OBJ.CGX contains a palette test for the water and clouds. "Kumo" means "cloud".
color-kumo-OBJ.CGX |
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This can be combined with an animation file.
color-kumo-OBJ.OBJ |
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1993
1993-05#
1993-05 Map Objects#
NEWS\テープリストア\NEWS_11\hino\yoshi\map-kaiten-test.CGX contains graphics for the mountains seen on the world map.
map-kaiten-test.CGX |
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1993-05 Location Names#
日本_Ver0\sfc\back_up\ys_rpro.asm.BAK1 contains two placeholder course names:
NMDT000 EQU $
WORD KZ_1,00000H,KZ_4,00000H
WORD H_MU,H_KO,H_UU,H_NO,H_HO,H_UU,H_NO,H_MO,H_RI
;
NMDT001 EQU $
WORD KZ_3,00000H,KZ_2,00000H
WORD H_II,H_WA,H_WA,H_KI,H_SA,H_NN,H_TA,DKTN,H_YO
These become the following:
Japanese |
Translation |
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(Toshio Iwawaki is credited as a programmer on the game.)
These were meant to be displayed on a scroll on the world map. Code for the scroll can be found in the same file under the label MKMNDT. Hino's art files have some graphics and an animation for the first course name, though the world and stage characters are a little messed up. This may be because the CGX (1994-06-08, though this date seems to have replaced the file's original last-modified-by date, as it appears on quite a number of assets) and OBJ (1993-05-21) aren't from exactly the same point in development.
MAP-moji-test.OBJ |
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1993-06#
1993-06 Map Objects#
NEWS\テープリストア\NEWS_11\hino\yoshi\map-kaiten-parts-new.CGX contains early versions of the title screen objects.
map-kaiten-parts-new.CGX |
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1993-08#
1993-08 Logos#
The file below contains some early ideas and designs for the game's title. It uses the same type of lettering as the Japanese Super Mario World logo and predates both the Super Mario Bros. 5 prefix seen in the December 1994 prototypes and the Super Mario World 2 prefix the final game uses.
ROGO.CGX |
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A second file, which shares the same date, contains still more logo ideas:
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To do: |
ROGO-2.CGX |
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The first one could be a Jurassic Park reference, as the movie came out in June 1993.
As for the second, third, and fourth, "Yossy" is an alternate romanization of Yoshi's Japanese name, ヨッシー, which could also be written "Yosshii" or "Yossii". (All of these variations are pronounced the same.) This spelling is closer to the Kunrei-shiki system, which was the official Japanese system of romanization, instead of the Hepburn system most commonly used by foreigners.
The second, thicker Yossy's Island logo was used several months later in an undumped prototype dated November 18, 1994.
The file also contains a 1993 copyright.
1993-09#
1993-09 Location Names#
Judging by the date on the .SCR file below, the concept of displaying names of levels, first evidenced in May 1993, was still alive and well in September.
As before, the world and stage characters are a little messed up. This is likely because the CGX (1994-06-08, though this date seems to have replaced the file's original last-modified-by date, as it appears on quite a number of assets) and SCR (1993-09-30) aren't from exactly the same point in development.
MAP-bg3-moji.SCR |
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1993-11#
1993-11 Map Objects#
A top view of the title screen objects. The "中" on one mountain means "medium", and the "小" on the mountain means "small". These were used by the editor for the main overworld Mode 7 map.
MAP-kaiten-parts.cgx |
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1994
1994-05#
1994-05-13 Map#
MAP-m7.CGX |
MAP-M7-test.SCR |
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{| class="wikitable" style="margin: auto;" ! MAP-m7.CGX
13 May 1994 ! MAP-M7-BAK.SCR
13 May 1994 |- | |
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Map Object Comparison
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To do: |
map-kaiten-test.CGX |
MAP-kaiten-parts.cgx |
MAP-ebit-parts.CGX |
map-kaiten-parts-new.CGX |
map-kaiten-parts-new.CGX |
ystool.hex Proto |
BAK-chr/90-97.CGX |
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