Super Mario World 2: Yoshi's Island/Beta elements

This article pertains to the beta elements of Super Mario World 2: Yoshi's Island.
== Unused Backgrounds ==
=== Graphics ===
Image	Background Layer	Description
 	Layer 2 	An image with pink trees and lots of clouds.
 	Layer 2 	An earlier version of the jungle levels, being less detailed compared to the ones used in-game.
 	Layer 2 	Although used in-game (such as World 2-C), the trees are never seen in-game being out of reach of the player's view.
 	Layer 2 	A more traditional style of the clouds, which are loaded in World 2-1 just out of the player's view.
 	Layer 2 	An odd tree graphic meant for the Jungle levels.
 	Layer 3 	Some random unused dots.
 	Layer 3 	A less detailed background for the jungle, looking similar to what would be seen in the intro cutscene. It fits well with the unused Jungle Layer 2 background.
 	Layer 3 	Some scratchy mountains set against clouds, meant for World 5.
 	Layer 3 	Many odd stones, possibly for the cave levels.
 	Layer 3 	A background possibly for a sky level in World 5.
 	Layer 3 	The Starry Night background having some hills at the bottom. In-game however, they're always obscured by a Layer 2 image.
 	Layer 3 	Although the background is used in World 6-1, these are unseen by normal means.
 	Layer 3 	A variant of the background at the beginning of World 6-C. Compared to the one that is used in-game, there are no clouds seen in gameplay and moon in this one scrolls.
 	Layer 3 	Though this is used, the clouds and part of the moon are never seen in gameplay.
=== Unused Variations/Palettes ===
Image	Background Layer	Description
 	Layer 2 	An unused daytime version of the background, like in World 4-1. In the final game, a sunset version is used instead.
 	Layer 2 	Pink variation of these spiral blocks.
 	Layer 2 	An unused Autumn-like version for the mountains in the background, meant for levels similar to World 1-1. In the final game, a Summer-like version is used instead.
 	Layer 2 	A view of the ocean with a dark green palette.
 	Layer 2 	An odd purple and red variation of the standard jungle background.
 	Layer 3 	An unused silver palette for the castle towers and candled for World 2-8, 4-8 and 6-7.
 	Layer 3 	Lighter and darker palette variations for the crystals for the Cave levels.
 	Layer 3 	Brown and light blue color variations of the wavy water layer.
== Unused Graphics ==
=== Yoshi ===
Image	Description
 	Several unused graphics of Yoshi's head, some relating to several parts of an early hit animation while the heads facing up and down relate to him swimming (which was most likely replaced in favor of the submarine transformation)
 	Two unused frames (being the same) alongside a few magnet frames, which were once planned to be in a scrapped Helicopter minigame shown in early builds of the game.
 	Several early frames of Yoshi skiing, with no Baby Mario on top of him.
 	An alternate design of the giant Yoshi egg, having a thinner outline.
=== Baby Mario ===
Image	Description
 	Three frames of Baby Mario facing the screen, with the fourth one holding a sign translating to "temporary". Judging by this, it was most likely some sort of scratchpad while the game was being developed.
 	Baby Mario Crawling, which was seen in an early prototype of the game whenever he falls off of Yoshi.
 	Baby Mario doing a victory pose, which was intended to be used with the Superstar Mario power-up. Since Baby Mario can't touch the goal (and has no other relations to it), this goes unused.
=== Enemies ===
Image	Enemy Name 	Description
 	Sluggy 	An early version of the Sluggy enemy, being much larger and more rounder compared to the final design.
 	Grinder Kong 	A giant version of the Grinder enemy, originally planned as an Easter Egg for Donkey Kong, having an attack to throw barrels (just like in the original Donkey Kong video game)
 	Nipper 	A Nipper having Red with White spots on itself, looking more like a Piranha Plant.
 	Rocky Wrench 	Only the wrench and leg animations are what's left in the game's files. However, there is no Mario game that has this enemy walk as it stays underground the whole time.
 	Shy Guy 	An unused animation of a Shy Guy meant to be holding a fishing rod, which was seen in early development of the game.
 	Kaboomba 	An early version of the cannonball fired by the Kaboomba.
 	Huffin' Puffin 	Two unused frames of Huffin' Puffin.
 	Baby Bowser 	A small rock, which meant to be seen in the Baby Bowser fight.
 	Super Mario All-Stars' enemies	A Shy Guy and a Tweeter, imported from the All-Stars version of Super Mario Bros. 2.
=== Objects ===
Image	Name 	Description
 	Bubble 	This is a different bubble size as the ones used in-game are smaller for Baby Mario and the transformations appear in, but bigger than the bubbles that some enemies spit out.
 	Dragon Coin 	Dragon Coins, which made their appearance from Super Mario World. In the prototype builds of the game, they were used for currency.
 	? Block 	Question Blocks, known in every Mario game to this day, go unused in this game. Yoshi's Island DS would later on get their own.
 	? Box 	An alternate design for the crates seen throughout the game.
 	Snow Platform	A smaller version of the tilting snowy platform..
 	Chimney 	A copy of the Bandit House's chimney.
=== Miscellaneous ===
Image	Name 	Description
 	Arrows 	Two sets of arrows pointing in a clockwise fashion, somehow meant to be used in the menu graphics. They look like a perfect fit for the train sections of the game.
 	Control Type 3 	A map icon for a third control style, which was used in one of the prototypes of the game, with the text translating to "config". It can only be found in the JPN Version of the game.
 	Placeholder Graphics	Placeholder graphics, with player and the number 7.
=== Unseen Graphics ===
Although they are used in-game, parts of them cannot be seen by normal means.
Image	Object/Enemy Name	Description
 	Water Platform 	The lower half of this sprite is always submerged. making it unseen. It looks like Earth when looking over it.
 	Lunge Fish 	Since the Lunge Fish is always submerged in opaque water, the lower half of its body is never entirely seen.
 	Raphael the Raven	Raphael the Raven has a star on his belly, but it's never seen as the palette the star uses is always the same color as Raphael's skin.
== Unused Sprites ==
Image	Name 	Description
N/A 	Mouser in Nest 	It hides behind the terrain and will emerge a second after too from the ground and look around to then hide behind the terrain again. If Yoshi is near the sprite, it won't appear. They have a similar pattern to what the Piranha Plants are within the Pipes in Super Mario Bros.
N/A 	Thunder Lakitu 	Although Thunder Lakitus are used in game, there are never two on screen at the same time. As they attack simultaneously, it causes massive slowdown with sprites tending to vanish. No Mario game at this time had more than one Lakitu attacking until the New Super Mario Bros. series, along with Super Mario Maker
 	Red Bullet Bill and Cannon	The Red Bullet Bill follows the player, opening and closing it's mouth, later on slowing down until coming to a stop where it then destroys itself. The enemy is fully functional as it's unknown why it went unused. It was later added in the Secret Level for World 6 in Super Mario Advance 3: Yoshi's Island.
 	Boo Blah and Piro Dangle 	A Boo Blah holding a Piro Dangle, which drops out of the Boo Blah's hands if defeated. Either way, their behaviors are just the same as they are separately.
 	Bubble Flower 	It's possible that the Egg Plant would spit bubbles out when there are no more eggs. Instead though, it blows out air. Although it remains unused, it can be seen in the prototype version.
 	Double Swap Platform 	Hitting the rotating block causes both platforms to rotate around the center 180 degrees, pausing halfway, with the object making a slamming noise every time the platforms stop moving. While the platforms are in the process of moving, the block in the center is shown red and upside-down, and cannot be hit again. Unlike the regular Rotation Block sprite used in-game, the one in the center does not budge when hit.
 	Cactus Jack 	The Cactus Jack enemy has an unused behavior where three of them will fall down and form a stack. As long as one Cactus Jack is left, more will come down.
N/A 	Morph Bubbles 	There is an unused behavior morph bubbles that depending which side of the screen the sprite is first seen, it will float horizontally towards Yoshi. In-game, it never goes anywhere.
== Unused Transformations ==
Image	Name 	Description
 	Mushroom	In the prototype version, Yoshi could just hop left or right and glide in the air (whilst holding B).
 	Plane 	A simple plane, which was most likely replaced by the helicopter transformation. Yoshi does get one in Yoshi's Woolly World however.
 	Tree 	A walking tree, Unknown what it could've been used for, but could have a resemblance to the car?
 	Bomb 	A Bomb, which explodes all enemies around Yoshi if used. Due to how OP it seems to be, it was possibly the reason of it being scrapped.
== Unused Text ==
=== (Cut) Alternate Tutorial Chalkboards ===
Image	Drawing Name 	Translation 	Description
 	Eating Melon 	N/A 	An image of Yoshi grabbing a Melon, which expects that a tutorial for using melons originally existed.
 	Half Melon 	N/A 	The text it has is partially erased, being replaced with Xs, having all that remain is the image itself
 	Alternate Ground Pound	Stomp with direction key	An alternate drawing of the Ground Pound tutorial.
 	Alternate Egg Throw 	Throw with Y button 	An alternate drawing the Egg Throw tutorial
=== Miscellanious ===
Image	Translation 	Description
 	Yoshi's Island - Hollow Grasslands 	A unique title card which only displays correctly in the Japanese version. There are several copies of them for World 1-1 filling up empty level slots, with this title card appearing before them.
 	If you can find Bonus Cassettes, you can enjoy Bonus Challenges! You can also gather Coins for the same benefit.	A cut message for a mini-battle where the player could collect cassette tapes (and coins, possibly the cut Dragon coins) to access it.
== Unused Area ==
Image	Room Name	Description
 	DC 	After the prototype, this was originally used as a test room, with developers of the game adding or taking away warps and objects needed. This is the only room that survived from the prototype version that never got used in the final game.
The objects in this room are Piranha Plants, a yellow Mufti Guy, a Potted Spiked Fun Guy, a Flamer Guy, two crates, two Egg Flowers, and the balloon pump from World 4-7. The breakout blocks in the walled room and the spikes + pipes to the right have been removed. There are also several pipes, which none of them have any defined exits. There is also one door, which leads to the proper entrance in Baby Bowser's room.
== Cut Mini-Game Battle Content ==
=== Cut Games ===
Image 	Description
SMW2LostBonus3.png	A plain Mini-Battle room, having a timer and scores like the coin collecting game. However, there are no gaps in any of the walls.
SMW2LostBonus1.png
SMW2BrokenTiles.png
SMW2BonusMissile.png	A mini-game that seemed to have been somewhat similar to a defender game. It has a 99-second timer with a score board for the Bandit, having four points. There are also broken tiles for both the missile generators and houses. The missile graphics are only present in the Japanese version of the game.
SMW2LostBonus2.png	In this minigame, the player would have to transform Yoshi into a Helicopter and must then steal items from the Bandit's minecart as they drop them into another minecart that's operated by Baby Mario. Beating the Bandit's score before reaching the end of the track will have the player win the game. A mini-map can also be seen at the top of the screen, marking the length of the track left.
=== Objects and Characters ===
Graphic	Name 	Description
 	Wooden Ceiling	Wooden ceiling tiles which match the walls, only found in the Japanese files.
 	Bandit 	This was meant to used when the Bandit loses the balloon mini-battle, but his expression never changes.
 	Baby Mario 	A strange palette of Baby Mario sitting, having a completely different design from the rest of Baby Mario's sprites used in the final game. This is used in the second and third cut minigames. In the prototype version, a similar sprite does get used where Baby Mario sits before crawling.
 	Shy Guy 	A small Shy Guy, along with a placeholder sphere. The Shy Guy is nearly identical to the ones used by Woozy Guy having some slight differences.
 	Wooden Carts 	Two Wooden carts from the third cut minigame. The crate-like cart is where Baby Mario rides while Yoshi hops in onto the main vehicle, dropping eggs into the cart where the Bandit (supposedly riding a second one) was meant to obtain.
== Unused Tilesets and Objects ==
Image	Stage Type 	Description
 	Grasslands 	Several ground object graphics for the Grasslands Tileset.
 	Caves 	A pair of unused ledges with flat ground, something where Yoshi would fall from like in World 1-3.
 	Caves 	Some grassy wall ledges that are similar to the ones found in the beginning of World 4-1. If placed in-game, the tiles use a second palette row normally reserved for the foreground tiles which has a purple palette assigned to it, causing the platform to have strange coloration.
 	Caves 	An alternate version of the wall platforms seen in the final game. Just like the wall ledges these tiles use the second palette row in-game.
 	Stone Bridge 	Meant for the pseudo-3D stone block areas. They are only for the blue spike balls.
 	Stone Bridge 	An upside-down pipe that cannot be entered by any means.
 	Snow 	Although the flat edge tiles are used in the final game, they are placed too high for the camera to reach and thus cannot be seen by normal means. However, it can be seen in one area of Secret 5 in the GBA Port.
 	Marble Castle 	This pillar can either be cracked or have a dark shading. The tiles for it in the other castle tile sets have been blanked, which could indicate these tiles were scrapped before the other ones were finished.
 	Marble Castle 	Each tileset for the Castle/Fortress levels have tiles for a 32x32 block that would've originally used to liven up the walls. For the normal castle set, there is a small circular window amid the bricks. Unlike the ones in the other castle sets however, this one only looks right when placed with the normal flow of the bricks.
 	Marble Castle 	Each of the three tilesets for the Castle/Fortress have tiles for variations of the main brick blocks with shadowing along the top. This would've originally been used to give more detail to the bricks when connecting it to other tiles (such as the horizontal castle platforms).
 	Marble Castle 	In each castle tileset there is a smooth arch for the background walls, which are similar to the window tiles but rather have a basic and uninteresting look. Using only four tiles, it's possible that these were the original look for the windows compared to the ones that are used in the final game.
 	Grasslands Tileset 2	Unused flat land edges without any grass at the top.
 	Grasslands Tileset 2	Another set of grassy cross section ledges. But unlike the ledges in the cave tileset, these use the correct palette with no problems.
 	Grasslands Tileset 2	Although there are levels with wall rails using this tileset, the train rail platform was never used. This object also displays the wrong coloration when placed in-game, similar to the grassy platforms in the Cave levels.
 	Grasslands Tileset 2	The Mouser nest was never used in the second grassland tileset, so it goes unused.
 	Wood Castle 	An unused pillar, having a very odd design to it.
 	Wood Castle 	The rooms for Boo Guys' Bomb Brigade are only used in the Marble and Stone tilesets. For whatever reason, Boo Guys aren't placed correctly when using them in the Wood Castle tileset.
 	Wood Castle 	A decoration meant for a patch of broken wood with gears showing underneath. Due to the way wood is set up, this would've originally disrupted the normal flow of the wooden planks.
 	Wood Castle 	Rooms for the Boo Guys' Falling Spike Mace are only used in Marble Castle tileset.
 	Wood Castle 	A strange shadowed brick.
 	Wood Castle 	Just like the one in the Marble Castle tileset, this goes unused here too. The arch is similar to the windows used, but without any roughness or crossbeams.
 	Stone Castle 	Although the set has tiles for all of the different angles for wall ledges, the only ones that are used is the flat and 45-degree-angle versions are used.
 	Stone Castle 	The decorational tiles for this set shows an odd block with a carved face.
 	Stone Castle 	Rooms for the Boo Guys' Rotating Spike Mace are only used in Marble and Wood Castle Tilesets.
 	Stone Castle 	Rooms for the Boo Guys' Falling Spike Mace are are only used in Marble Castle Tileset.
 	Stone Castle 	A shadowed brick, just like the unused Wood Castle one.
 	Stone Castle 	A third arch, with this one being the most interesting out of the two. Other than the unusually bright trim, the wall pattern is actually the one used in the first castle set. It's unknown if this was simply a result of copying the other one, or if it indicates that this tileset originally used the same wall pattern.
 	Wastelands 	Although both of the flat ledges are used, only the right-facing one can be seen in full within World 6-1 as the left-facing ledge (which is still used) is located too high up for the camera to reach and thus cannot be seen by normal means.
 	Wastelands 	Some unique graphics for the ground pound posts. However, none of these areas have sharpened posts.
 	Wastelands 	Cross section ledges don't exist in any wasteland levels, so this goes unused.
 	Wastelands 	Flat ground also don't exist in any wasteland levels, so this goes unused as well.
 	Wastelands 	For whatever reason, the (unused) Mouser nest found in the Wastelands tileset uses a transparent background instead of a black background.
 	Wastelands 	A bunch of flat ground decoration, with the last one having no object defined by it.
 	Global Objects 	Unknown. The graphics are glitched, is not a solid object, and it can be extended horizontally.
N/A 	Global Objects 	Two duplicates of the brown platform. There are a couple metatiles that exist for the gray and blue variations of the brown platform located at xC5202 (Gray) and xC521A (Blue). However, they are duplicated platforms that still point to the same tilemap as the used brown platform.
 	Global Objects 	Another object with glitched graphics. Unlike the other one, this one can be stood on.
 	Global Objects 	Green Coin objects that act just like red coins when collected. Upon collecting them, they will play random sound effects from each one.
N/A 	Global Objects 	An object version of the colored egg block, but it's very glitchy as the colored eggs are randomly generated, whether it sometimes generates nothing or outright crashing the game. There are metatiles for another colored egg block located at XC87EA, like the unused brown platform colors variations. But it is never called out for this object and therefore goes unused.
 	Global Objects 	The Pump Goal from the prototype version, with only the layout of it made it out alive.
 	Global Objects 	A line of blocks using Bandit's House chimney graphics, which was used in the prototypes as the Goal Ring platform.
== Unused Palettes ==
Image	Palette Type	Description
 	Animated 	An unused blue palette animation, which seems to not match with any of the tilesets anywhere throughout the game. However, it may have been part of an early tileset that was removed from the final version for the castle levels as it fits perfectly with that tileset.
 	Alternate 	Two unused palettes. They don't fit with any of the final's sprites, so their purpose is unknown.
 	Background 	Used in the background in the prototype versions of the game, which still exists in the game's files.
== Unused Island Sprites ==
Image	Description
 	A sprite of a (rather large) egg. Yoshi's eggs are never seen on the world map, and are most definitely never this large.
 	A strange object that vaguely resembles a cable car. It's possible that was how Yoshi was originally intended to cross the mountain range instead of walking through the air. It can be seen in some of the early prototypes for the game.
 	A large jungle tree bearing a resemblance to the removed jungle tree graphics.
 	A smaller version of the hole-in-the-ground sprite that's seen in the World 6 map.
 	A round mushroom, having two different sizes. The only kind of mushrooms that are used are tall flat mushrooms, which are located World 6.
 	Small tower sprites, which were meant to represent the fortresses in the game, which don't appear on the island most likely because of the castles. Their designs are consistent with the depictions in the individual world maps. There are actually four of them, but one is used for the towers that surround World 3's castle. The red fort is for Worlds 2 and 4, the rocky fort is for Worlds 3 and 5, and the capped tower is for World 6. The used tower would have been for World 1.
== World Map's Hidden Tiles ==
Image	Description
 	A row of garbage tiles is hidden at the top of the World 1 tilemap. These tiles are arranged similarly to the tabs that are used to switch between worlds, which may indicate that the tabs and world map were part of the same tilemap at one point in development.
 	In World 4, a lone pine tree and some pink tiles are placed at the bottom of the map, completely unseen outside the player's view.
== Early Graphics and Level Design Leftovers ==
=== Early Graphics ===
Early	Final	Sprite 	Description
 	 	Yoshi 	Alternate graphics for Yoshi's cheeks when he spits watermelon seeds.
 	 	Yoshi Car 	The final version removes odd eye shading on the early sprite.
 	 	Yoshi Train 	This earlier version of this sprite has incorrect colors on the nose (being from green to yellow). It was used in the ys_romX_0 prototype.
 	 	Big Boo 	The Big Boo's face and palette were redesigned (looking more menacing) for the final version of the game.
 	 	Small Boo 	Same changes as the Big Boo, but now has a much cuter look compared to the early design.
 	 	Doors 	Early graphics of the doors having less space between the two halves. This unfortunately creates a rather unsightly black line running down the boards on the one-way doors. The final locked door graphics still use their earlier (and thinner) graphics even though the keyhole ended up bisected like the aforementioned boards. Interestingly, the early door graphics do appear in the game's manual and were even used in the GBA Version.
 	 	Chain Chomp (Incoming)	Although a complete version of the Chain Chomp (Incoming) graphics are in the ROM, the game only uses the left half of the sprite, having it mirrored to save space. This unfortunately eliminates the shading of the teeth on the right side, and duplicates the shine at the top of the sprite. They would later be used in the GBA Version.
 	 	Toady 	The early design of the Toady resembling the Snifit enemy. This was used in the prototype version of the game.
=== Level Design Leftovers ===
Image	Level 	Description
 	(World 1-2) Watch Out Below! 	There is a winged cloud placed above the Chomps in the middle of the level. Since there is no terrain near the sprite, the screen will never pan to it, and it's also too far away making it almost impossible to hit it with an egg.
 	(World 1-4) Burt's the Bashful's Fort 	After the lava pit with the pink moving platforms, there is a wall ledge that does not appear as there is no wall object placed behind it whatsoever. The platform itself is three blocks wide and hints that the surrounding area was originally different at one point during development.
 	(World 1-C) Salvo the Slime's Castle 	Two Super FX rotating platforms (highlighted in light blue) and a transparent tile (highlighted in tan) can be found on screen above the used rotating platforms.
 	 	
 	(World 2-7) Lakitu's Wall 	In the room where the player gets a car, a helicopter bubble can be found lodged in the ceiling above the first part of the room. It is possible to reach its location, but the top part area of the room is cut off and as such would never be seen in anyway.
 	(World 3-1) Welcome to Monkey World 	In the second room of the level, several sprites can be found under the ground (even in an empty void). These include Grinders, a Piranha Plant, and a watermelon (which are placed next to one of the Grinders). Note that the Grinders carrying the watermelons in the final game are separate sprites, so this placement is unusual.
 	(World 3-4) Prince Froggy's Fort 	The hidden room of the level has evidence of an earlier design with a different exit. Special tiles (shown in purple) prevent the camera from scrolling up into the top left portion of the room, with an "exit-to-the-side" sprite hovering above the ground a little bit. As the corresponding exit for it is gone, the warp will only lead to the default location.
 	(World 4-1) GO! GO! MARIO! 	A lone bouncing Green Koopa Paratroopa sits in the middle of the ground in the first room of the level at coordinates (7C,7C).
N/A 	(World 4-4) Marching Milde's Fort 	Originally, the hub room of the level (and all four branches) were located in the same room (55). At some point, the right-hand side branches were relocated to a new room, (AA). However, a few sprites were overlooked during the duplication and cleanup process. As such, a Snifit and two Bullet Bill blasters can be found in room 55, along with a Lava Bubble and bucket can be found in room AA, all floating out in the middle of nowhere. Interestingly, the bucket copy indicates it was once three blocks to the right from its final position.
 	(World 4-8) Hookbill the Koopa's Castle	In the first room, there is a section where two Koopas fall from holes in the ceiling. However, the level data shows that there was originally a third Koopa. But for whatever reason, the third hole in the ceiling was removed leaving that Koopa stranded.
Also in the first room, at the breakable block in the floor, there is a wall ledge placed just below it. However, because it was not placed on top of a wall, it doesn't show up. The second image shows where the wall is located (the purple icon), as well as another image showing how the ledge would appear if there was a wall behind it. The reason this section was changed altogether was that the breakable block is made of tiles and would leave a hole in the wall when destroyed.
Another unusual sprite placement can be found in the room just before the boss battle room (59), at coordinates (47,44). This copy of the boss door seems to indicate that the room was originally taller.
In the boss room itself, there is an unused exit near the start of the room. This is highly irregular, as Yoshi is never supposed to leave boss rooms after entering them. Not only that, but the only door in the room (which is blocked) is placed outside of the exit area. If the exit were to be somehow used, it would take the player to the first room of the level, just inside the floor (which is highlighted with a green square).
 	(World 4-E) The Impossible? Maze 	The level actually has two Goals, with the second one located past the first one and off the ground, at the far end of the room. Since the first Goal sprite prevents the camera from scrolling past it, the player never gets to see it. If the he/she were to somehow reach the second Goal, it would appear inside the wall near the ceiling.
 	(World 4-4) Sluggy the Unshaven's Fort 	In the section with the Platform Ghost (where a 1-Up Wing Cloud can be obtained), there is a second arrow pointing up at the cracked block instead of one. However, the arrow is placed so low that most of it is cut off by the screen, leaving only a couple of black pixels on a black background. A trained eye can notice them when the Platform Ghost passes behind it.
 	(World 5-7) Shifting Platforms Ahead 	There is a flower out of place that can be found high above the jagged line guide section, at coordinates (6A,08). Because no terrain is present in this section of the level, the camera won't pan to it. It seems to be too far out of reach for an egg to hit it, but it is doable.
Also, there are some hidden coins and sparrows that can be found near the clouds with the Baron von Zeppelins. Because of their position, the poor little birds plummet to their doom the moment they spawn. They can be seen for a few moments if the player recklessly leaps off of the cloud. And, although this not entirely unused, there is a well-hidden set of coins above the red platform guide in that same area. They can only be seen if Yoshi looks up and jumps off the platform in mid-flight. It is possible to collect them with a well-aimed egg, but doing so is suicidal.
 	(World 6-5) The Very Loooooong Cave 	In the beginning section of the last room of the level, there is a closed door that the player exits when coming from the alternate path. However, there is a screen exit that leads back to the alternate path's door, meaning it was not always meant to close. Backtracking would have allowed the player to bypass the autoscroll in the alternate path room, indicating that this change was made to fix a developer oversight, or that the alternate path was not always autoscrolling.
 	(World 6-7) KEEP MOVING!!!! 	At the top of the dark bonus room in the level, there is a hidden line of coins above the wall. While this isn't actually unused, it is incredibly obscure and never hinted at. Because the exit warp blocks the right side of the path, the only way to reach them is to transport a Little Mouser from below to the ledge Yoshi starts on and bounces off of it while it is hopping.
 	(World 6-E) Castles - Masterpiece Set 	In the very first room of the level (near the start), there is a hidden platform ledge. Like the one in World 4-8, it doesn't appear due to no wall being behind it. The placement of this two-block-wide ledge suggests that the room underwent a significant change in layout.
== External Links ==
Super Mario World 2: Yoshi's Island on The Cutting Room Floor.
Category:Beta elements
Category:Lists