Yoshi's Island Title Screen

Title screen. The English title suffers from squished-text syndrome, but it's no problem for Yoshi's trademark 'egg-for-an-O'. Japanese version U.S. Version; File Menu screen. Probably due to limited space, the U.S. Version names the files 'File #' instead of keeping 'Yoshi #' from the Japanese version. Welcome To Yoshi's Island: 1-1. The Japanese packaging uses a vertical design, which is pretty normal for a Japanese Super NES game. As for the artwork, the Japanese version has more of a laid-back feel, while the U.S. Box features Yoshi and Baby Mario rushing towards a Nep-Enut. An alternate romanization for Yoshi's Japanese name is 'Yossy', as shown here. In the international versions of the game, this section of World 6-Extra was changed to reflect the common spelling. The layout changes make this section of the level more difficult. This difference also exists in Super Mario Advance 3. Revisional Differences Score.

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Yoshi's Island DS

Developer: Artoon
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: March 8, 2007
Released in US: November 13, 2006
Released in EU: December 1, 2006
Released in AU: November 23, 2006
Released in KR: November 8, 2007

This game has unused areas.
This game has hidden development-related text.
This game has unused graphics.
This game has unused items.
This game has a hidden level select.
This game has revisional differences.

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This game has a prototype article

Yoshi's Island DS is the direct sequel to Yoshi's Island. While the first game just had Baby Mario, this one features four other baby characters Yoshi can bring with him to enhance his abilities. Despite the cutesy appearance and mishmash of old and new artstyles, the game is still as unforgiving in difficulty as its big brother.

  • 2Unused Levels
  • 6Revisional Differences

Level Select

If the game tries to load a nonexistant .mpdz file, it will instead load an unused title screen, which also functions as a level select. ..Unfortunately, you aren't able to see your button inputs, so you'll have to count. The order goes 1-1, 1-2, 1-3, etc. until 1-E, at which point it goes to 2-1. Repeat until 5-E, at which point the last 'level' on the list is the enemy museum.

Controls:

  • A/B/Start: Enter the level specified.
  • Right/Left: Cycle through the level to go to.
  • Up/Down: Press down to instead cycle (with Right/Left) through the subareas of the level you have selected; press up to go back to choosing a level.
  • Select: Cycle through the music that will be playing in the level.
  • R/L: Cycle through the baby you will have in the level.
  • X/Y: Unused..?

You can use the following action replay code to replace the prologue level with the level select:

USAEuropeJapanKorea
USA Rev. 1Europe Rev. 1

Unused Levels

Levels are crsb/cscn files, which call upon the map data files (mpdz) and define things such as entrances/exits, the amount of areas in the level, and starting positions.

13w1009.mpdz and 14k5146.mpdz

These are the only two mpdz files in the game's data that are never called upon in any crsb file. Fittingly, they crash the game when attempting to be loaded. In the case of 14k5146.mpdz, it's revealed when opening the file up in a hex editor that it's barebones and contains no level data defined.

Interestingly enough, both of these levels exist in the USA Kiosk Demo, and can actually be loaded, revealing what they were.

  • 13w1009 was a work-in-progress version of an Enemy Museum room.
  • 14k5146 was a work-in-progress version of Gilbert the Gooey.

Unused Graphics

An early Press Start graphic, meant to be used for the unused title screen shown above.

Graphics for character coins of Baby Wario and Baby Bowser. In the final game, only character coins for the first three babies appear in regular gameplay.

These two egg-looking objects are present in the graphics for the first adult Bowser fight. For whatever reason, they lack a palette; the one used here is from another file.

Bowser was perhaps once meant to retreat inside of his shell; present in the graphics for the first adult Bowser fight. (As a side-note, did you know that the sprites for adult Bowser are actually rotoscoped from Yoshi Topsy-Turvy, which Artoon also developed?)

An unused tileset meant for test rooms. Several test rooms present in the USA Kiosk Demo use it.

Unused (objtitle2.arcz)
Used (objtitle3_J.arz)

An early graphic for the Adventure Mode button on the main menu. Yoshi was touched up, as was Baby Mario.

Unused (objtitle2.arcz)
Used (objtitle3_J.arz)

An early graphic for the Time Trial Mode button on the main menu. Unlike the Adventure Mode graphic, this one is entirely different; it seems that the Time Trial mode was once planned to be something else. It reads 'Mario Clear Mode'.

Flashing Eggs

While the flashing eggs from the previous game make a cameo appearance in Secret 5, they can not be obtained or thrown.

However, by hacking them into Yoshi's inventory, one finds that they're fully functional and still retain their original use: they will create a red coin when thrown at an enemy.

Gather six eggs, and use the following action replay code to change all of them into flashing eggs.

USAEuropeJapanKorea
USA Rev. 1Europe Rev. 1

Build Date

Present in stamp.rc are build dates, in YYMMDD format.

USA Kiosk DemoUSAEuropeEurope Kiosk Demo
JapanUSA Rev. 1Europe Rev. 1Korea

Revisional Differences

To do:
Higher quality rips of music. Where is extra fanfare used in jp/kr? USA Rev 1 and Europe Rev 1.)

Levels

USA, Europe, Australia
Japan, Korea

1-1 had a shrub moved in order to add an arrow on a pipe.

USA, Europe, Australia
Japan, Korea

Levels with rain were modified, possibly to make it more visible for the player.

USA, Europe, Australia
Japan, Korea

Level 2-4 had a gauntlet room altered - some vases and chairs were removed. In spite of it making the area easier, this might have been done to avoid lag issues. Also noticable in the comparison are differences between the vase's palette - the chairs also have a small difference in their palette.

USA, Europe, Australia
Japan, Korea

Level 3-4 received a significant update. At one point, Yoshi must push a vase off a ledge to receive a key. In the Japanese and Korean versions, it was placed on a small pillar; because of this, the coins were moved.

For Yoshi's New Island on the 3DS, FAQ/Walkthrough by DBM11085. Yoshi's new island zackscottgames walkthrough.

USA, Europe, Australia
Japan, Korea

A healthy amount of graphical glitches were fixed between the versions.

Music

2006
2007

The final boss music in the first-released USA/EUR is incredibly short, and seems to be missing a second half. The later-released Japanese and Korean versions fixed this, adding the rest of the song, along with modifying the french horns to be higher pitched.

The Japanese and Korean versions have an extra fanfare in the .sdat folder titled 'J22'. All other versions only go up to 'J21'.

Other

  • The Japanese and Korean version display small descriptions of what option is highlighted in the main menu.
  • The Japanese and Korean versions had the order the minigames are presented in the menu altered.
  • Some transition effects were altered between versions.
The Yoshi series
NESYoshi • Yoshi's Cookie
SNESYoshi's Cookie (Prototype) • Yoshi no Cookie: Kuruppon Oven de Cookie
Super Mario World • Super Mario World 2: Yoshi's Island • Tetris Attack • Yoshi's Safari
Game Boy (Color)Yoshi • Yoshi's Cookie • Tetris Attack
Nintendo 64Yoshi's Story
Game Boy AdvanceSuper Mario World: Super Mario Advance 2 • Yoshi's Island: Super Mario Advance 3 • Yoshi Topsy-Turvy • Yoshi Sample
Nintendo DSYoshi's Island DS (Demo) • Yoshi Touch & Go
Nintendo 3DSYoshi's New Island • Poochy & Yoshi's Woolly World
Wii UYoshi's Woolly World
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< Super Mario World 2: Yoshi's Island

This is a sub-page of Super Mario World 2: Yoshi's Island.

To do:
Note the changes made to Yoshi's icon between versions: https://twitter.com/vervalkon/status/1068404158762504192?s=19

A number of changes were made to the international version, mostly graphical in nature.

  • 8Revisional Differences

Title Screen

JapanUSAEurope

In Japan, the title is simply Super Mario: Yoshi Island. The international versions were instead marketed as a sequel to Super Mario World. The European version removed the ®.

Map Icons

Japan
International

The Japanese icons for extra stages have a red and orange background, while the international versions added a star. In addition, the 'Extra' stages are called スペシャル, 'Special' stages in the Japanese version.

Music Japan
International

The international versions have generic icons for the bonus stages. The Japanese version has enough room to fit the bonus game names in the icons.

JapanUSEurope

The US and European versions have a completely different SCORE icon. Note that the US version changed the color of the buttons to purple. Since the controls menu in the US version wasn't changed, this was a bit pointless.

Island Title Corporation

Japan
International

The squished balloon was redrawn a bit here. Yoshi's hands also seem to have been rounded out.

Japan
International

A slight alteration to the fins of the Cheep-Cheep in the stage icon for World 4-6.

Control Options

Japan
International

The letters on the buttons were bolded in the international versions. Oddly enough, the US version didn't update the colors of the buttons despite the updated control icon.

Score Screens

Japan
International

The font on the pause and total score screens was made thicker in the international versions.

Tutorial Graphics

Japan
International

The sound effect 'pon' is removed from the tutorial graphics of Yoshi making eggs. This is about equivalent to the sound effect 'poof' in English. It's also the sound Yoshi makes when laying eggs in later games.

Japan
International

More sound graphics removal. 'Bun' is a swishing sound.

Mini-Game Graphics

Yet another sound effect graphic removed. In the Balloon Popping mini-game, this graphic appears when the incorrect balloon is popped. This is 'suka', a sound effect used to represent a miss, like the sound of a bat whiffing.

If Yoshi doesn't have the full amount of eggs, Lantern Ghosts can come out of certain pipes.Lava Bubbles jump out of lava. If they are eaten Yoshi can spit them out three times to kill any enemy.Red Blarggs come out of the lava and hitting Yoshi.Scorchits shoot fire at Yoshi. Yoshi's island 5-4.

Japan
International

The Japanese version has 当, the Kanji for Win/Hit, surrounded by a circle of stars when the correct balloon is popped. This was changed to a giant star for the international release.

World 6-Extra

Japan
International

An alternate romanization for Yoshi's Japanese name is 'Yossy', as shown here. In the international versions of the game, this section of World 6-Extra was changed to reflect the common spelling. The layout changes make this section of the level more difficult. This difference also exists in Super Mario Advance 3.

Revisional Differences

Score Screens

Japan 1.0
Japan 1.1

Island Title Maui

The nouns were pluralized, the string of dots were altered with the one by 'Coins' changing from 5 to 6, and the one by 'Points' changing from 6 to 5.

Yoshi's Island Title Screen

Font

US 1.0
US 1.1/Europe

The font for the European version, as well as US revision 1.1, was made thicker, though graphics such as Controller buttons were left the same. The thicker font was later used in all versions of Super Mario Advance 3.

Title Guaranty Hawaii

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