Yoshi's Island 6-1

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  1. Yoshi's Island 3-6 100 Points
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.

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.

Super Mario World 2: Yoshi's Island: 10/1995: Super NES: Box art. 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. 6-1: きょうふの ほね. 6-1: Scary Skeleton Goonies! History Comments Share. Any% There are two dangerous parts during this level: the middle of the first area, with the shield shyguys and pits, and the end of the level. A safer way to handle the first section is to tongue the spear shyguys instead of spitting enemies into them as shown in the video - slower.

  • 2Unused Levels
  • 6Revisional Differences

Level Select

Yoshi

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'.

Yoshi's Island 3-6 100 Points

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.

Yoshi 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.

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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