the cutting room mirror

Level Differences

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This is a sub-page of Proto:Yoshi's Island DS.

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World 1#

Hit the M Blocks!#

Proto

Final

This Message Box has a different message, but it's saying pretty much the same thing. In both the demo and the final, both of these button combinations work.

Proto

Final

The Goal is in a different spot.

Mario's Fleet Feet#

Proto

Final

Probably by mistake, this coin in the demo is always able to be collected. In the final, you have to hit a switch for it to spawn.

Proto

Final

The arrow on this pipe is in a different spot.

Castle of the Big Burt Bros.#

Proto

Final

The Message Box in this level has a different message, but still conveys the same concept.

Proto

Final

The Big Burt Bros. are much smaller than they are in the final game, and the room has a different layout.

Catch the Breeze#

Proto

Final

The Goal is in a different spot.

Glide Guys Take to the Skies#

Proto

Final

The Goal is in a different spot.

Baby Mario and Baby Peach: Dynamic Duo#

Proto

Final

Because this level is part of the demo, there's a Message Box here explaining what M-Blocks do. In the final game, they first appear in 1-2, which isn't part of the demo.

Proto

Final

Similarly, there's a Message Box in the demo explaining that Baby Mario can run faster that isn't in the final.

Proto

Final

The arrow on this pipe is in a different position.

Proto

Final

The arrow on this pipe is also in a different position.

Gilbert the Gooey's Castle#

Proto

Final

The first coins of the level were shifted up a pixel.

Proto

Final

The arrow on this pipe is in a different position.

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Final

In the demo, Gilbert starts out already transformed, and the room is structured slightly differently.

Welcome to Yoshi Tower!#

Proto

Final

Two Shy Guys were added on this platform, likely to give the player access to some eggs. If the player didn't have any, they would have been stuck at this spot.

Proto

Final

This part of the tower had a layer removed from the spikes.

Return of the Moving Chomp Rock!#

Proto

Final

Errors in the environment here were fixed in the final. These are located all throughout the level.

Proto

Final

This area was completely changed - rather than pushing the Chomp Rock onto a moving platform, you simply move it while avoiding the jumping Tap-Taps. There's a remnant of this scrapped segment on the bottom screen.

Proto

Final

A small platform was added here along with a Bullet Bill launcher.

Proto

Final

For whatever reason, a pole was removed in this spot.

Proto

Final

Similar to the earlier changed puzzle, this one was also changed. There's still a remnant of it below the stage, with the closed-off gap, as well as an alcove to the right.

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Final

YIDS-DemoChompRock3.png

YIDS-DemoChompFlower1.png

YIDS-FinalChompRock3.png

YIDS-FinalChompFlower1.png

This platforming section was changed entirely. Additionally, a Flower was moved due to the previous change.

Proto

Final

The pole here was lengthened, the number of invisible blocks was decreased, and the platform the switch is on was widened in the final.

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Final

This last platforming challenge was changed significantly. In the final, Yoshi leaves the Chomp Rock behind to activate some blocks, and then uses a different Chomp Rock to balance on halfway through. In the demo, he uses the same Chomp Rock throughout, with moving rocks taking the place of the blocks from the switch.

World 2#

Baby DK, the Jungle King!#

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Final

This Message Box has... quite a different message in the demo.

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Final

In the demo, this hut is simply a door. It also leads to a different mini-game (Flutter Jump in the demo, an Egg-Shooting mini-game in the final).

Underground Mysteries#

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Final

As you've come to expect, the arrow on this pipe moved slightly.

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Final

...And this one.

Windblown Wilderness#

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Final

The level's background is different.

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Final

The coins here were shifted up a pixel for the final release.

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Final

The Goal is in a different spot.

Hector the Reflector's Haunted House#

Proto

Final

The room is slightly different in the demo, and Hector doesn't glow when he gets transformed by Kamek.

Boing!#

Proto

Final

The starting area has a couple of graphical glitches.

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Final

YIDS-DrawYoshi1Demo.png

YIDS-DrawYoshi2Demo.png

YIDS-DrawYoshi1Final.png

YIDS-DrawYoshi2Final.png

The rhyming message in this Message Box was changed... which sorts of ruins the flow, doesn't it?

Donuts and Eggs#

Proto

Final

In the final gauntlet before the Goal Ring, the M Blocks are spaced out more.

Yoshi on Stilts#

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Final

This door is a hut in the final game.

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Final

Upon entering this area, Yoshi falls from the ceiling in the demo, while he enters through a pipe in the final. Additionally, the perspective is shifted way upwards in the demo.

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Final

In the same area, the demo lacked a coin path that was added in the final release.

Big Bungee Piranha's Lair#

Proto

Final

The only noticeable difference in this level is the arrow missing on the pipe at the very beginning.

Yikes! Boiling Hot!#

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Final

This platform was changed to a log.

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Final

In the demo, this area involves waiting for a moving platform with a bounce pad to pass by a lava stream and jumping at the right time. In the final, it involves jumping onto Fangs at just the right moment.

Proto

Final

An out-of-place tile was changed here.

Moving Statues, Standing Statues#

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Final

The Flower in this area was moved to the right. Because this is a side-scrolling level, this was probably done in the interest of difficulty.

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Final

The Goal Ring was moved slightly.

World 3#

The Goonie Coast Isn't Clear!#

Prototype

Final

This arrow hinting to a secret area is not in the demo, though the area itself is still accessible.

Prototype

Final

The secret area itself is structured differently, but remains conceptually the same: hit the switch to have coins appear, and grab them while transformed.

Bessie Bass's Battleship#

Prototype

Final

The Flower here was removed.

Prototype

Final

This room received major changes: The locations of ? Clouds were moved, coins were replaced, M Blocks were added, and the way to get back into the pipe was changed.

Prototype

Final

This room also changed slightly, adding in another Koopa and changing the locations of coins.

Prototype

Final

The box here is a metal crate in the demo.

Prototype

Final

Coin placement in this area was changed slightly.

Prototype

Final

Instead of a regular shell here, there's a Koopa Troopa walking around.

Prototype

Final

There are no Egg Blocks in this area in the final. At the bottom is an entirely different puzzle concerning a character coin for DK, instead of just more coins.

Prototype

Final

The battle with Bessie... doesn't actually work in the demo: After Kamek gives his speech, you're stuck floating there and nothing happens. There demo's files include an unfinished version of the boss that show the original plan for this fight - the water level would rise and you would have to jump from platform to platform.

World 5#

At Last! Bowser's Castle!#

Proto

Final

The room that you fight Baby Bowser in uses placeholder graphics.