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Sprites

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

Sprite Colors#

As seen with the door and Wild Piranha, many sprites, while graphically unchanged, use different palettes than in the final.

  • The randomization of enemy palettes which is present in the final is not present here. This means that it is much more common to see multiple enemies of the same color.
  • While all eggs behave identically in the prototype, the eggs that can be obtained from Egg Blocks can be of many colors which are not used in the final.
  • Keys are less golden in color.
  • Salvo the Slime lacks its distinct green color, looking no different from a regular Slime in the final game. Interestingly, this lines up with the official art for Salvo.
  • Flatbed Ferries are cyan and orange in color, as opposed to green and pink in the final.
  • Likely due to a bug, sometimes one of a pair of Burts will use the wrong palette.
  • Flamer Guys are blue, rather than red.

Playable Characters#

Yoshi#

Colors#

Proto

YI-ProtoPink.png YI-ProtoLightBlue.png YI-ProtoYellow.png YI-ProtoPurple.png YI-ProtoBrown.png YI-WhiteYoshi.png YI-BlackYoshi.png

Final

YI-FinalPink.png YI-FinalLightBlue.png YI-FinalYellow.png YI-FinalPurple.png YI-FinalBrown.png YI-RedYoshi.png YI-BlueYoshi.png

Almost every different Yoshi color was revised for the final release, with the exception of the Green Yoshi. Interestingly, White and Black Yoshies were planned to make their debut here, before Yoshi's Story!

Yoshi (Normal)#

Proto

Final

Yoshi went from just glancing upward to actually making an effort at looking up.

Proto

Final

Yoshi's head appears less upright than in the final version, and his eyes are slightly different.

Proto

Final

Some pixels on Yoshi's head are missing compared to the final version.

Yoshi (Transformation)#

Proto

Final

Yoshi's Train transformation originally didn't have an orange nose. Notably, the final sprite's nose has been redrawn to be given a more 3D bulbous look.

Proto

Final

While there aren't any stages in this build that use the Submarine transformation, it is fully functional and can be enabled with Pro Action Replay code 7000B20C. It's also entirely orange, rather than green.

Baby Mario#

Baby Mario (Normal)#

Proto

Final

  • Baby Mario's nose is smaller. Possibly changed in the final version to more closely resemble adult Mario's nose.
  • Baby Mario's diaper has extra shading of a few orange pixels that was removed in the final version. Interestingly, this orange shading can still be found in the Super Baby Mario sprites.
  • Some leftover sprites of the blue-capped baby as seen in Yoshi's transformation animation! (...Although due to the switch to Baby Mario he now has the wrong palette.)

Proto

Final

In some Baby Mario sprites there is shading in addition to the eyes with a darker palette that was removed from the final version.

Proto

Final

Baby Mario's looking up is slightly different from the final version.

Proto

Final

Baby Mario's falling is very different, especially on the head where it seems to be more animated than the final version, in addition to showing Baby Mario's hair.

Baby Mario (Super)#

Proto

Correct Palette

Final

Super Baby Mario's nose is much larger than the final version. Strangely in the prototype he has the wrong palette, possibly a leftover from when he was supposed to transform into adult Mario.

Proto

Final

Super Baby Mario's hands when jumping don't have the white pixel like in the final version, which makes them less bright, and one of his feet is slightly different.

Objects#

Items#

Stars#

Proto

Final

The collectible Stars that boost the player's countdown timer are clocks in this build.

Watermelons#

Proto

Final

The watermelons that Yoshi can eat look more like pears at this point.

Others#

Message Blocks#

Proto

Final

The Message Blocks have a circular shape in this build, rather than the standard blocky shape. Also, the early Message Block doesn't smile.

Arrows#

Proto

Final

Arrow signs were much more crude. Interestingly, they're drawn as Super FX sprites here, while they are not in the final.

Bonus Challenge#

Proto

Final

YI-ProtoBonusChallenge.png YI-FinalBonusChallenge.png

The "BONUS CHALLENGE" graphic doesn't have a Flower in it. The final version also shrunk "BONUS" down a bit to make space for the Flower.

Checkpoint#

Proto

Final

The Middle-Ring was a light shade of blue.

Doors#

Proto

Final

The doors had a pink hue to them, and the barred door had a rather unsightly magenta line down the middle.

Goal Ring#

Proto

Final

The Goal Ring saw some minor tweaks. The Bonus Challenge roulette is signified by the flower turning blue, rather than becoming larger. Additionally, the rest of the ring is made up of red Super Stars (which use the correct palette when selected), rather than the blue orbs seen in the final.

With all five Bonus Flowers, the roulette is identical to the final. However, the positions of the flowers is different if Yoshi has fewer than five Bonus Flowers:

Four

Three

Two

One

Ys romX 0-4FlowerGoal.png Ys romX 0-3FlowerGoal.png Ys romX 0-2FlowerGoal.png Ys romX 0-1FlowerGoal.png

The final did away with this, having the flowers remain in the same positions regardless of how many are collected.

POW Block#

Proto

Final

The lettering on the POW Blocks were more uniform, more in line with how it appeared in previous games.

SkiLift#

Proto

Correct Palette

Final

Every level which contains ski lifts in the prototype uses an incorrect enemy palette, resulting in the ski lifts appearing incorrectly. The outlines on the ski lifts are more faded. Likely changed to make it more clear that Yoshi can interact with them, rather than being background decoration.

Warp Block#

Proto

ys_rom_0_D/Final

The Yoshi block that Yoshi touches when transformed was originally more blunt with what its purpose is.

Enemies#

Toadies#

Proto

Final

Proto

Final

Kamek's Toadies are propeller-wearing Snifits in this build. Their propellers (during gameplay) don't animate in this build, but the graphics are present in the ROM.

Interestingly, the propellers of Green Solo Toadies, or rather Green Solo Snifits in this build, are properly animated.

Boo Guys#

Proto

Final

Ball 'n Chain Operators

Relay Heihō

Relay

Drop Missile

Stunned

YI-ProtoRelayGuy-Stun.gif YI-ProtoRelayGuy-Sad.png

YI-FinalRelayGuy-Stun.gif YI-FinalRelayGuy-Sad.png

Tekkyu Dosun

YI-Proto-TekkyuDosun-Drop.gif YI-Proto-TekkyuDosun-Raise.gif

YI-Final-TekkyuDosun-Drop.gif YI-Final-TekkyuDosun-Raise.gif

Various obstacles found in fortress stages, which are operated by Boo Guys in the final, are instead operated by living Shy Guys here.

Chain Spike Ball#

Proto

ys_rom_0_D/Final

The spiky chain ball had less spikes, and appeared the same upside-down as it would right-side-up. Curiously, the prototype sprite appears in Super Donkey with a clothed style.

Crazee Dayzees#

Proto

Final

Crazee Dayzees have a smaller mouth.

Koopa Troopa#

Proto

Final

Beach Koopas wear plain white undershirts, as they did in Super Mario World.

Weight#

Proto

Final

This weight used to be this... thing, before it was altered to be a more sensical spiky log of wood. The spike chain was also redrawn to be thicker.

Mace Guy#

Proto

Final

Mace Guy is completely different here, having sprites more similar to Buster Beetle from Super Mario Bros. 3 instead of a Shy Guy. Despite being a functional enemy, he is not present in any stage of the prototype.

Melon Bug#

Proto

Final

The Melon Bug's sprites in this build are nearly identical to its appearance in Super Donkey, save for a few minor shading differences. This design was seemingly the basis for the enemy's official artwork.

Missile#

Proto

Final

The missile that the Relay Heihō drops was colored green. In the final game, the only green missiles are the ones that the Grinders drop.

Piranha Plant#

Proto

Final

The stem of the Piranha Plant was blue, and comparably stood a bit taller than in the final.

Propeller Plant#

Proto

Final

The Propeller Plant here has a palette and spots that closely resemble a normal Piranha Plant, plus its teeth are a bit sharper compared to the final version.

Spear Guys#

Proto

Final

Spear Guys wield their weapons with the opposite hand they do in the final. Interestingly, due to this, they have a unique sprite of raising their shield if Yoshi tries to tongue them from the front. The color of their shoes and plumage were also changed slightly.

Bosses#

Hookbill the Koopa#

Proto

Final

SMW2_-_Hookbill_the_Koopa_(Proto_X_0)2.png SMW2_-_Hookbill_Shell_(Proto).png

SMW2_-_Hookbill_the_Koopa_(Final)2.png SMW2_-_Hookbill_Shell_(Final).png

Hookbill the Koopa is completely different here, being a Birdo-like character instead of a giant Koopa Troopa. Despite this, he is not seen in any stage of the prototype.

Roger the Potted Ghost#

Proto

Final

Roger has several differences compared to the final version:

  • His mouth is much simpler and his tongue much larger, in addition to using a pink palette instead of red.
  • His sprites when he's blowing are completely different from the final version.
  • His eyes are much bigger than his final version, and his eyebrows are much smaller.
  • His vase is also very different, being purple along with looking more like a clay vase than a porcelain one.

He actually appears in 6-8, but for some reason he lacks movement, face, gimmicks and his pot, with a very glitchy appereance.